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);
}
}
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 ();
}