我制作了一个当前在我的盒子对撞机中的游戏对象列表并且它有效。但是,当我将游戏对象设置为无效时,
gameObject.SetActive(假); //消灭敌人
游戏对象保留在列表中而不被删除。如何从另一个类的OnTriggerEnter函数中的List中删除gameObject?
PlayerLifeClass:
private List<GameObject> ObjectsInRange = new List<GameObject>();
public void OnTriggerEnter(Collider collider)
{
if (collider.tag != "Player" && collider.tag == "Zombie")
{
ObjectsInRange.Add(collider.gameObject);
damage = ObjectsInRange.Count; //amount of zombies inside collider
//***Over here***
zombie.DamagePlayer(damage);
Debug.Log(damage);
}
}
public void OnTriggerExit(Collider collider)
{
if (collider.tag != "Player" && collider.tag == "Zombie")
{
//Probably you'll have to calculate wich object it is
ObjectsInRange.Remove(collider.gameObject);
Debug.Log(ObjectsInRange);
}
}
-
ZombieClass:
public class Zombie : MonoBehaviour
{
public int currentHealth;
private Player player;
private PlayerLifeCollider playerCollider;
public void Damage(int damageAmount)
{
//subtract damage amount when Damage function is called
currentHealth -= damageAmount;
//Check if health has fallen below zero
if (currentHealth <= 0)
{
//if health has fallen below zero, deactivate it
gameObject.SetActive(false); //***Over here***
}
public void DamagePlayer(int damage)
{
player.Life(damage);
}
}
答案 0 :(得分:2)
你有更多的方法,我会告诉你一个简单的方法。
修改你的Zombie Class:
public bool Damage(int damageAmount)
{
currentHealth -= damageAmount;
if (currentHealth <= 0)
{
gameObject.SetActive(false); //***Over here***
return true;
}
return false;
}
和PlayerLifeClass:
if (collider.tag != "Player" && collider.tag == "Zombie"){
ObjectsInRange.Add(collider.gameObject);
damage = ObjectsInRange.Count; //amount of zombies inside collider
if(collider.GetComponent<Zombie>().Damage(damage)){
// if zombie dead, remove him.
ObjectsInRange.Remove(collider.gameObject);
}
Debug.Log(damage);
}
或像那样somithing ,但我觉得这不是一个好选择。
void Start(){
playerLifeClass = GameObject.FindGameObjectWithTag("Player")>GetComponent<PlayerLifeClass>();
}
public bool Damage(int damageAmount)
{
currentHealth -= damageAmount;
if (currentHealth <= 0)
{
//if health has fallen below zero, deactivate it
gameObject.SetActive(false); //***Over here***
playerLifeClass.RemoveZombie(gameObject);
}
}
在PlayerLifeClass中添加新方法:
public void RemoveZombie(GameObject zomb){
ObjectsInRange.Remove(zomb);
}
或使用单身人士。向PlayerLifeClass添加新变量:
...
public static PlayerLifeClass instance;
public List<GameObject> ObjectsInRange = new List<GameObject>();
...
void Start(){
instance = this;
...
}
并在Zombie.cs中使用它:
if (currentHealth <= 0){
gameObject.SetActive(false); //***Over here***
PlayerLifeClass.instance.ObjectsInRange.Remove(gameObject);
}
答案 1 :(得分:1)
如果我理解了你想要的东西,就会有这样的东西,
PlayerLife Class
public static List<GameObject> ObjectsInRange = new List<GameObject>();
Zombie Class
public void Damage(int damageAmount)
{
//subtract damage amount when Damage function is called
currentHealth -= damageAmount;
//Check if health has fallen below zero
if (currentHealth <= 0)
{
//if health has fallen below zero, deactivate it
PlayerLife.ObjectsInRange.Remove(gameObject);
gameObject.SetActive(false); //***Over here***
//You can also do a Destroy(gameObject) if you'd like;
}
}