我有一个简单的游戏,玩家可以防御中心基地攻击敌人。目前,当玩家触及基地时,敌人全部停止攻击。攻击由敌人脚本中的共同例程处理。我在下面发布了敌人和基础脚本。 ENEMY SCRIPT
using UnityEngine;
using System.Collections;
public class Enemy : MonoBehaviour {
public static float Damage = 10.0f;
public float Health = 20.0f;
public Transform target;
public float Speed;
public bool isAttacking = false;
//If the player collides with the enemy
void OnTriggerEnter2D(Collider2D col)
{
if(col.gameObject.tag == "Player")
{
Debug.Log("Player hits enemy");
Health -= PlayerController.Damage;
Debug.Log("Enemy health at: " + Health);
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//Destroy the enemy if it's health reaches 0
if(Health <= 0){
isAttacking = false;
Debug.Log ("Is attacking: " + isAttacking);
Destroy(this.gameObject);
Debug.Log ("Enemy Destroyed!");
}
//Constantly move the enemy towards the centre of the gamespace (where the base is)
float step = Speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, target.position, step);
}
}
BASE SCRIPT
using UnityEngine;
using System.Collections;
public class Base : MonoBehaviour {
public float Health = 100f;
public float AttackSpeed = 2f;
//VOID AWAKE - START . contains getcomponent code
public Enemy enemy;
void awake(){
enemy = GetComponent<Enemy>();
}
//VOID AWAKE - END
//If enemy touches the base
void OnCollisionEnter2D(Collision2D col){
Debug.Log ("Base touched");
if(col.gameObject.tag == "Enemy" && Health > 0f){
enemy.isAttacking = true;
Debug.Log ("Enemy attacking base");
StartCoroutine("enemyAttack");
}
else{
enemy.isAttacking = false;
}
}
//Coroutine that deals damage
public IEnumerator enemyAttack(){
while(Health > 0f){
if(enemy.isAttacking == true){
yield return new WaitForSeconds(2f);
Health -= Enemy.Damage;
Debug.Log ("Base health at: " + Health);
}else{
yield break;
}
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//Load Lose Screen when Base health reaches 0
if (Health <= 0){
Application.LoadLevel("Lose Screen");
}
}
}
答案 0 :(得分:0)
我怀疑你的问题与这里的逻辑有关:
void OnCollisionEnter2D(Collision2D col){
Debug.Log ("Base touched");
if(col.gameObject.tag == "Enemy" && Health > 0f){
enemy.isAttacking = true;
Debug.Log ("Enemy attacking base");
StartCoroutine("enemyAttack");
}
else{
enemy.isAttacking = false;
}
}
不,你的条件是:
if(col.gameObject.tag == "Enemy" && Health > 0f)
因此,如果事物与基地发生碰撞(如果我正确理解这一点)不是“敌人”,那么你进入else子句:
enemy.isAttacking = false;
阻止敌人进攻。
你想要的可能是:
if (col.gameObject.tag == "Enemy")
{
if (Health > 0f)
{
//...do stuff
}
else
{
enemy.isAttacking = false;
}
}
现在不是敌人接触你的基地的东西不会停止影响敌人。
但很难说你何时在很少或没有解释的情况下将代码转储,所以这可能会有所不同。