我希望随着时间的推移造成法术伤害。所以这是我的代码:
/some/really/long/url
问题是public class Spell : MonoBehaviour
{
public float damage = 1.0f;
public bool ignoreCaster = true;
public float delayBeforeCasting = 0.4f;
public float applyEveryNSeconds = 1.0f;
public int applyDamageNTimes = 5;
private bool delied = false;
private int appliedTimes = 0;
void OnTriggerStay(Collider other)
{
IDamageable takeDamage = other.gameObject.GetComponent<IDamageable>();
if(takeDamage != null)
{
StartCoroutine(CastDamage(takeDamage));
}
}
IEnumerator CastDamage(IDamageable damageable)
{
if(!delied)
{
yield return new WaitForSeconds(delayBeforeCasting);
delied = true;
}
while(appliedTimes < applyDamageNTimes)
{
damageable.TakeDamage(damage);
yield return new WaitForSeconds(applyEveryNSeconds);
appliedTimes++;
}
}
}
开始的地方。我想检查是否while
,然后是否真的做了损坏,等待延迟(applyEveryNSeconds),然后再次检查但是我没有方便的协程,并且由于某种原因它没有这样做。
这是工作代码。如果有人需要,还要寻找其他答案!
appliedTimes < applyDamageNTimes
答案 0 :(得分:3)
OnTriggerStay在每个帧2对象发生碰撞时被调用。这意味着每帧都会调用CastDamage协同程序的异步实例。所以会发生的事情是你每秒钟会受到很多伤害,模拟的每秒伤害并不是很大,呵呵。
因此将OnTriggerStay更改为OnTriggerEnter。
根据它的类型,我宁愿创建一个DPS脚本并将其应用于游戏对象,所以...
然后MyDpsSpell会每N秒对它所在的对象造成伤害,并在完成后自行移除:
// Spell.cs
void OnTriggerEnter(Collider col) {
// if you don't want more than 1 dps instance on an object, otherwise remove if
if (col.GetComponent<MyDpsAbility>() == null) {
var dps = col.AddComponent<MyDpsAbility>();
dps.Damage = 10f;
dps.ApplyEveryNSeconds(1);
// and set the rest of the public variables
}
}
// MyDpsAbility.cs
public float Damage { get; set; }
public float Seconds { get; set; }
public float Delay { get; set; }
public float ApplyDamageNTimes { get; set; }
public float ApplyEveryNSeconds { get; set; }
private int appliedTimes = 0;
void Start() {
StartCoroutine(Dps());
}
IEnumerator Dps() {
yield return new WaitForSeconds(Delay);
while(appliedTimes < ApplyDamageNTimes)
{
damageable.TakeDamage(damage);
yield return new WaitForSeconds(ApplyEveryNSeconds);
appliedTimes++;
}
Destroy(this);
}
如果这是一个光环法术,单位每秒受到伤害,他们就会在范围内做出类似的事情:
float radius = 10f;
float damage = 10f;
void Start() {
InvokeRepeating("Dps", 1);
}
void Dps() {
// QueryTriggerInteraction.Collide might be needed
Collider[] hitColliders = Physics.OverlapSphere(gameObject.position, radius);
foreach(Collider col in hitColliders) {
col.getComponent<IDamagable>().TakeDamage(10);
}
}
https://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html
答案 1 :(得分:1)
为什么不创建一个将auras应用于游戏中角色的系统呢?例如,如果像这样的咒语随着时间的推移增加了一个伤害debuff,它可以将debuff-aura脚本添加到游戏对象中,然后在满足条件后自行删除。