Unity:在玩家对象被摧毁后暂停游戏

时间:2016-04-13 15:51:16

标签: c# unity3d unity5

正如标题所说,我想这样做,以便当玩家游戏对象被摧毁时,游戏将暂停并调出一个屏幕(我已经制作了一个名为GameOverScreen的游戏),但是,我似乎无法忍受让我的头围绕它。然而,屏幕显示游戏不会暂停。知道是什么原因引起的吗?这是我的代码:

using UnityEngine;
using UnityEngine.UI;

public class PlayerHealth : MonoBehaviour
{
    public float m_StartingHealth = 100f;               // The amount of health each tank starts with.

    public Slider m_Slider;                             // The slider to represent how much health the tank currently has.

    public Image m_FillImage;                           // The image component of the slider.

    public Color m_FullHealthColor = Color.green;       // The color the health bar will be when on full health.

    public Color m_ZeroHealthColor = Color.red;         // The color the health bar will be when on no health.

    public GameObject m_ExplosionPrefab;                // A prefab that will be instantiated in Awake, then used whenever the tank dies.

    public Camera mainCamera;

    public Camera gameOverCamera;

    public GameObject GameOverMenu;

    private bool gameover = false;
    private AudioSource m_ExplosionAudio;               // The audio source to play when the tank explodes.
    private ParticleSystem m_ExplosionParticles;        // The particle system the will play when the tank is destroyed.
    private float m_CurrentHealth;                      // How much health the tank currently has.
    private bool m_Dead;                                // Has the tank been reduced beyond zero health yet?

    void Start()
    {
        GameOverMenu.SetActive(false);
    }

    private void Awake()
    {
        // Instantiate the explosion prefab and get a reference to the particle system on it.
        m_ExplosionParticles = Instantiate(m_ExplosionPrefab).GetComponent<ParticleSystem>();

        // Get a reference to the audio source on the instantiated prefab.
        m_ExplosionAudio = m_ExplosionParticles.GetComponent<AudioSource>();

        // Disable the prefab so it can be activated when it's required.
        m_ExplosionParticles.gameObject.SetActive(false);
    }


    private void OnEnable()
    {
        // When the tank is enabled, reset the tank's health and whether or not it's dead.
        m_CurrentHealth = m_StartingHealth;
        m_Dead = false;

        // Update the health slider's value and color.
        SetHealthUI();
    }


    public void TakeDamage(float amount)
    {
        // Reduce current health by the amount of damage done.
        m_CurrentHealth -= amount;

        // Change the UI elements appropriately.
        SetHealthUI();

        // If the current health is at or below zero and it has not yet been registered, call OnDeath.
        if (m_CurrentHealth <= 0f && !m_Dead)
        { 
            {
                gameover = !gameover;
            }


            if (gameover)
            {
                GameOverMenu.SetActive(true);
                Time.timeScale = 0;
            }

            if (!gameover)
            {
                GameOverMenu.SetActive(false);
                Time.timeScale = 1;
            }
            OnDeath();
            mainCamera.transform.parent = null;
            mainCamera.enabled = true;
            gameOverCamera.enabled = false;

        }
    }


    private void SetHealthUI()
    {
        // Set the slider's value appropriately.
        m_Slider.value = m_CurrentHealth;

        // Interpolate the color of the bar between the choosen colours based on the current percentage of the starting health.
        m_FillImage.color = Color.Lerp(m_ZeroHealthColor, m_FullHealthColor, m_CurrentHealth / m_StartingHealth);
    }


    private void OnDeath()
    {
        // Set the flag so that this function is only called once.
        m_Dead = true;

        // Move the instantiated explosion prefab to the tank's position and turn it on.
        m_ExplosionParticles.transform.position = transform.position;
        m_ExplosionParticles.gameObject.SetActive(true);

        // Play the particle system of the tank exploding.
        m_ExplosionParticles.Play();

        // Play the tank explosion sound effect.
        m_ExplosionAudio.Play();

        // Turn the tank off.
        gameObject.SetActive(false);
    }
}

3 个答案:

答案 0 :(得分:1)

首先,你不需要两个if,只需:

if (gameover) {
   Time.timeScale = 0;
}else{
   Time.timeScale = 1;
}

接下来,添加:

void OnPauseGame ()
{
   GameOverMenu.SetActive(true);
}

如果仍然无效,请添加:

void Update(){
   if(Time.timeScale == 0)return;
}

答案 1 :(得分:1)

设置一个像这样的精确浮点值,

Time.timeScale = 0.0f;

答案 2 :(得分:0)

我认为暂停游戏的最简单方法是使用“错误暂停”#39;控制台上的按钮。 当然,您需要生成错误,但这很容易。 只需使用

即可
Debug.LogError("Game Paused");
祝你好运