下面是我的脚本,放置在我的播放器子弹上,每次我的玩家开火,玩家子弹生成,并且在击中敌人或拦截器后它会摧毁,在此脚本中我想要在此之后发送损坏消息时,它警告其他敌人,但只有一次在一个级别(每次玩家子弹生成,它不会每次都报警,只有一次),这是我的代码。高级谢谢。
using System.Collections;
public class player_bullet_mover : MonoBehaviour
{
[HideInInspector]
public Vector3 target;
public GameObject target_object;
public float damage_is;
private player_damage_controller player_damage_script;
// Use this for initialization
void Start ()
{
player_damage_script = GameObject.FindObjectOfType (typeof(player_damage_controller)) as player_damage_controller;
if(target == Vector3.zero)
{
Destroy( this.gameObject );
}
transform.LookAt (target);
}
// Update is called once per frame
void Update ()
{
this.transform.position = Vector3.MoveTowards ( this.transform.position , target, 300 * Time.deltaTime );
}
void OnTriggerEnter( Collider other )
{
if(other.CompareTag("Enemy") )
{
other.SendMessage( "damage", 2 );
Destroy( this.gameObject );
}
//call alarm_enemies function here but once in a level, not every time, it generate
}
public void alarm_enemies()
{
//send message to enemy script
}
}
答案 0 :(得分:2)
我注意到您使用的是Unity的SendMessage
功能。不要使用它。您应该使用delegate
和event
执行此操作。
在player_bullet_mover
脚本中创建一个事件:
bool sentOnce = false;
public delegate void damaged();
public static event damaged OnDamaged;
在player_bullet_mover
脚本中,在发生冲突时调用订阅事件的函数。
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Enemy"))
{
other.SendMessage("damage", 2);
Destroy(this.gameObject);
}
//call alarm_enemies function here but once in a level, not every time, it generate
//Send if we have not send this before
if (!sentOnce)
{
sentOnce = true;
//Alert every enemy
OnDamaged();
}
}
从您想要提醒的敌人脚本中,订阅在player_bullet_mover
脚本中创建的事件。在OnEnable
函数中订阅它,并在OnDisable
函数中取消订阅。
void OnEnable()
{
player_bullet_mover.OnDamaged += damagedCallBack;
}
void OnDisable()
{
player_bullet_mover.OnDamaged -= damagedCallBack;
}
void damagedCallBack()
{
UnityEngine.Debug.Log("Damaged!");
}
您可以详细了解here。