检测敌人是否面对玩家

时间:2015-03-13 16:03:59

标签: c# unity3d transform distance

我正在制作一个游戏,如果距离小于2并且敌人面向玩家,则文本会出现重启选项。在更新中有一个if和else语句,可以检测敌人是在玩家后面还是在玩家面前。但是,一旦距离小于2,似乎会调用前面的选项,无论玩家是否面对npc。

此脚本附于敌人:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class EnemyFollow : MonoBehaviour {

Transform player; 
Transform enemy; 
public GameObject EnemyCaughtCam;
public Text SheCaughtYou;
public GameObject Restart;

public float Speed = 3f;
public float rotS = 3f;
public float sT = 3f;
NavMeshAgent nav;
float timeTillOptionsMenu = 3.0f;

// Use this for initialization
void Awake() {
    player = GameObject.FindGameObjectWithTag ("MainCamera").transform;
    //enemy = GameObject.FindGameObjectWithTag ("Enemy").transform;
    nav = GetComponent<NavMeshAgent> ();
    EnemyCaughtCam.SetActive(false);
    SheCaughtYou.text = "";
}

// Update is called once per frame
void Update () {
    nav.SetDestination (player.position);
    DistanceDeath();

    if (npcIsFacingPlayer (player)&& !playerIsFacingNpc(player))
        print ("Behind");
    else if (npcIsFacingPlayer (player)&& playerIsFacingNpc(player))
        print ("In Front");
        DistanceDeath ();
}

public void DistanceDeath(){

    float distance = Vector3.Distance(player.transform.position, 
        transform.position);              


    if (distance < 2 ){

        EnemyCaughtCam.SetActive(true);
        SheCaughtYou.text = "SHE CAUGHT YOU!";

        timeTillOptionsMenu -= Time.deltaTime;
        if(timeTillOptionsMenu < 0)
        {
            Restart.SetActive(true);

        }


    }

}

public bool npcIsFacingPlayer(Transform other)
{
    Vector3 toOther =
    other.position - transform.position;
    return (Vector3.Dot(toOther, transform.forward) > 0);
}
public bool playerIsFacingNpc(Transform other)
{
    Vector3 toOther =
    transform.position - other.position;
    return (Vector3.Dot(toOther, other.forward) > 0);
}

}

1 个答案:

答案 0 :(得分:1)

首先,您缺少一些括号,其次是一个stra DistanceDeath调用,以下是您的函数Update的读取方式:

// Update is called once per frame
void Update () {
    nav.SetDestination (player.position);

    /** what does the call do here? */
    DistanceDeath(); 

    if (npcIsFacingPlayer (player)&& !playerIsFacingNpc(player))
        print ("Behind");
    else if (npcIsFacingPlayer (player)&& playerIsFacingNpc(player))
        print ("In Front");

    /** are you missing brackets here? Distance Death is always called */
    DistanceDeath (); 
}