我有一个炮塔,这是一个游戏对象,我已经在它周围建立了一个箱子对撞机来检测碰撞,如果我的敌人进入了turet的boxcollider,它瞄准它并射击它,但由于某种原因,在敌人进入碰撞盒后,炮塔就会消失。而且射击也是不可见的。我在哪里错了,任何帮助,都不是啊!
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TurretScript : MonoBehaviour {
public float shotInterval = 0.2f; // interval between shots
public Rigidbody2D bulletPrefab; // drag the bullet prefab here
private float shootTime = 0.0f;
private List<Transform> targets;
private Transform selectedTarget;
private Transform myTransform;
private Transform bulletSpawn;
void Start(){
targets = new List<Transform>();
selectedTarget = null;
myTransform = transform;
bulletSpawn = transform.Find ("bulletSpawn"); // only works if bulletSpawn is a turret child!
}
void OnTriggerEnter2D(Collider2D other){
if (other.tag == "enemy"){ // only enemies are added to the target list!
targets.Add(other.transform);
}
}
void OnTriggerExit2D(Collider2D other){
if (other.tag == "enemy"){
targets.Remove(other.transform);
}
}
void TargetEnemy(){
if (selectedTarget == null){ // if target destroyed or not selected yet...
SortTargetsByDistance(); // select the closest one
if (targets.Count > 0) selectedTarget = targets[0];
Debug.Log ("selected target is"+selectedTarget);
}
}
void SortTargetsByDistance(){
targets.Sort(delegate(Transform t1, Transform t2){
return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position));
});
}
void Update(){
TargetEnemy(); // update the selected target and look at it
if (selectedTarget)
{
// if there's any target in the range...
transform.LookAt(selectedTarget); // aim at it
if (Time.time >= shootTime){// if it's time to shoot...
Rigidbody2D bullet = (Rigidbody2D)Instantiate(bulletPrefab, bulletSpawn.position, bulletSpawn.rotation);
bullet.AddForce(transform.forward*5); // shoot in the target direction
shootTime = Time.time + shotInterval; // set time for next shot
}
}
}
}
这里是敌人的代码
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class EnemyScript : MonoBehaviour {
public Transform target;
public float speed = 2f;
public int Health;
public float GetHealth()
{
return Health;
}
void Update ()
{
transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
}
void TakeDamage(int damage){
Health -= damage;
if (Health <= 0)
Destroy(gameObject);
}
void OnTriggerEnter2D(Collider2D otherCollider)
{
PlayerControl shot = otherCollider.gameObject.GetComponent<PlayerControl>();
if (shot != null)
{
SpecialEffectsHelper.Instance.Explosion(transform.position);
Destroy(shot.gameObject);
}
}
}
答案 0 :(得分:0)
transform.LookAt正在旋转你的go,这使你无法看到它。
尝试像这样旋转它:
Vector3 dir = selectedTarget.position - transform.position;
float angle = Mathf.Atan2(dir.y,dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);