我最近开始学习c#,但我遇到了一个错误,希望你们中的一些人能够帮助我。我们正在Unity5中开发游戏,当玩家健康命中0时,rag-doll功能将启动但不幸的是我不能称为死亡,因为它是一个方法组...任何想法?干杯。这是代码(我评论了它,所以我可以在Unity中进入播放模式,因为错误不让我在第47和53行):
using UnityEngine;
using System.Collections;
public class EnemyAI_Basic : MonoBehaviour
{
private EnemyAI_Basic enemyAI_Basic;
Animator controller;
float health;
Animator anim;
bool Alive = true;
public bool Dead = false;
int pointValue = 5;
private Collider myCollider;
private Rigidbody myRigidbody;
CapsuleCollider capsuleCollider;
void Start()
{
controller = GetComponentInParent<Animator>();
health = 40;
capsuleCollider = GetComponent<CapsuleCollider>();
anim = GetComponent<Animator>();
}
void Update()
{
if (!Dead)
{
anim.SetTrigger("Alive");
}
}
void Death()
{
Dead = true;
Alive = false;
capsuleCollider.isTrigger = true;
anim.SetTrigger("Dead");
Destroy(gameObject, 4f);
}
void OnEnable()
{
SetInitialReferences();
enemyAI_Basic.Death += ActivateRagdoll;
}
void OnDisable()
{
enemyAI_Basic.Death -= ActivateRagdoll;
}
void SetInitialReferences()
{
enemyAI_Basic = transform.root.GetComponent<EnemyAI_Basic>();
if (GetComponent<Collider>() != null)
{
myCollider = GetComponent<Collider>();
}
if (GetComponent<Rigidbody>() != null)
{
myRigidbody = GetComponent<Rigidbody>();
}
}
void ActivateRagdoll()
{
if (myRigidbody != null)
{
myRigidbody.isKinematic = false;
myRigidbody.useGravity = true;
}
if (myCollider != null)
{
myCollider.isTrigger = false;
myCollider.enabled = true;
}
}
}
答案 0 :(得分:1)
我看到了你的问题。 在这种情况下,你就像代表一样对待死亡方法。您只能将方法注册到委托或事件,您不能将方法注册到方法组。 对于您的情况,有几种方法可以解决这个问题。
第一个解决方案,到目前为止最容易,在Death函数中调用ActivateRagdoll,如下所示:
void Death()
{
Dead = true;
Alive = false;
capsuleCollider.isTrigger = true;
anim.SetTrigger("Dead");
ActivateRagdoll();
Destroy(gameObject, 4f);
}
然后删除:
enemyAI_Basic.Death += ActivateRagdoll;
和
enemyAI_Basic.Death -= ActivateRagdoll;
来自OnEnable和OnDisable方法的应该删除任何编译器错误。 现在,为了使用这种方法,您所要做的就是从代码中的某个地方调用它。根据你杀死Ai的方式,你可以考虑将该方法公之于众,或者在更新循环中有一些死亡逻辑,
if(health <= 0)
{
Death();
enabled = false; //disable the component so the update loop doesn't repeat the death procedure multiple times, Unity might not be pleased.
}
另一种方式,以及您尝试这样做的方式是创建一个类可以订阅方法的事件。此事件将调用所有已订阅的方法,为他们提供通知的方式,无论何时发生有趣的事情,例如在这种情况下Ai死亡。这对于不应该经常检查Ai的死亡状态的外部类是有用的,毕竟,如果它完全健康,它们可能不关心Ai。他们只需要知道艾未未死的时候。事件是这种情况的理想选择。
要举办活动,你将会做这样的事情:
public class EnemyAI_Basic : MonoBehaviour
{
//your other variables
public delegate void EnemyDies(); //declare the method types that can be registered to the event
public event EnemyDies onEnemyDeath; //declare event, using the delegate for the method type
//other methods here
private void OnEnable()
{
//must be the same method type as the event, the compiler will let you know if it isn't
onEnemyDeath += Death;
onEnemyDeath += ActivateRagdoll;
}
private void OnDisable()
{
onEnemyDeath -= Death;
onEnemyDeath -= ActivateRagdoll;
}
//other things here
//doesn't have to be public, just in case you want a bullet to kill the enemy
public void KillAi()
{
//checking for null basically says: is anybody registered? If not, nothing to invoke.
//It will get upset if you try and invoke an event without any registered methods, hence the check.
if(onEnemyDeath != null)
{
onEnemyDeath();
}
}
void Death()
{
Dead = true;
Alive = false;
capsuleCollider.isTrigger = true;
anim.SetTrigger("Dead");
//ActivateRagdoll(); You don't have to manually call this now, invoking the event will call it for you.
//Registration order is important, me thinks. Experiment :)
Destroy(gameObject, 4f);
}
}
还有其他几种方法来装配这样的系统,但是,在你的情况下,这可能是你所追求的。
一些阅读:
活动:https://www.codeproject.com/Articles/11541/The-Simplest-C-Events-Example-Imaginable https://www.tutorialspoint.com/csharp/csharp_events.htm
代表:https://msdn.microsoft.com/en-us/library/ms173171.aspx
方法组:What is a method group in C#?
希望这有帮助。