我有一个敌人预制件(ZomBunny),它们是两个部分系统,当敌人被击中并且当敌人死亡时将被播放。我面临的问题是,我只能访问其中一个粒子系统(HitParticle)使用下面的代码。
层次
EnemyHealth
public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100; // The amount of health the enemy starts the game with.
public int currentHealth; // The current health the enemy has.
public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead.
public int scoreValue = 10; // The amount added to the player's score when the enemy dies.
public AudioClip deathClip; // The sound to play when the enemy dies.
public GameObject text;
Animator anim; // Reference to the animator.
AudioSource enemyAudio; // Reference to the audio source.
ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged.
ParticleSystem deathParticles;
CapsuleCollider capsuleCollider; // Reference to the capsule collider.
bool isDead; // Whether the enemy is dead.
bool isSinking; // Whether the enemy has started sinking through the floor.
void Awake ()
{
// Setting up the references.
anim = GetComponent <Animator> ();
enemyAudio = GetComponent <AudioSource> ();
hitParticles = GetComponentInChildren <ParticleSystem> ();
deathParticles = GetComponentInChildren <ParticleSystem> ();
capsuleCollider = GetComponent <CapsuleCollider> ();
// Setting the current health when the enemy first spawns.
currentHealth = startingHealth;
}
void Update ()
{
// If the enemy should be sinking...
if(isSinking)
{
// ... move the enemy down by the sinkSpeed per second.
transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
}
}
public void TakeDamage (int amount, Vector3 hitPoint)
{
// If the enemy is dead...
if(isDead)
// ... no need to take damage so exit the function.
return;
// Play the hurt sound effect.
enemyAudio.Play ();
// Reduce the current health by the amount of damage sustained.
currentHealth -= amount;
// Set the position of the particle system to where the hit was sustained.
hitParticles.transform.position = hitPoint;
// And play the particles.
hitParticles.Play();
// If the current health is less than or equal to zero...
if(currentHealth <= 0)
{
// ... the enemy is dead.
Death ();
}
}
void Death ()
{
// The enemy is dead.
isDead = true;
// Turn the collider into a trigger so shots can pass through it.
capsuleCollider.isTrigger = true;
// Tell the animator that the enemy is dead.
anim.SetTrigger ("Dead");
deathParticles.Play();
// Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
enemyAudio.clip = deathClip;
enemyAudio.Play ();
}
public void StartSinking ()
{
// Find and disable the Nav Mesh Agent.
GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;
// Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
GetComponent <Rigidbody> ().isKinematic = true;
// The enemy should no sink.
isSinking = true;
// Increase the score by the enemy's score value.
ScoreManager.score += scoreValue;
// After 2 seconds destory the enemy.
Destroy (gameObject, 2f);
}
}
答案 0 :(得分:3)
当你这样做时:
hitParticles = GetComponentInChildren<ParticleSystem>();
deathParticles = GetComponentInChildren<ParticleSystem>();
Unity将获得孩子的第一个ParticleSystem
组件。你需要一种方法来区分你想要的那个。有很多方法可以做到这一点。
如果EnemyHealth
脚本附加到 ZomBunny GameObject:
方法1 :
在 ZomBunny GameObject下, hitParticles 是子 0 。 Zombunny 是孩子 1 , deathParticles 是孩子 2 。
应该是:
hitParticles = transform.GetChild(0).GetComponentInChildren<ParticleSystem>();
deathParticles = transform.GetChild(2).GetComponentInChildren<ParticleSystem>();
方法2 :
找到两个GameObjects然后从每个组件中获取组件:
hitParticles = GameObject.Find("HitParticles").GetComponent<ParticleSystem>();
deathParticles = GameObject.Find("DeathParticles").GetComponent<ParticleSystem>();
方法3 :
使用GetComponentsInChildren
返回数组而不是GetComponentInChildren
。订单是不可预测的,所以我们还必须检查GameObject的名称,以确保它是正确的ParticleSystem
。
ParticleSystem[] ps = GetComponentsInChildren<ParticleSystem>();
for (int i = 0; i < ps.Length; i++)
{
if (ps[i].gameObject.name == "HitParticles")
{
hitParticles = ps[i];
}
else if (ps[i].gameObject.name == "DeathParticles")
{
deathParticles = ps[i];
}
}
你似乎是Unity的新手。在这种情况下,了解许多选项会更好。