当玩家Y轴小于阈值-2时,重置玩家位置时遇到此问题。
using UnityEngine;
using UnityEngine.Networking;
public class ResetPlayerPosition : NetworkManager {
public float threshold = -2f;
NetworkIdentity UniquePlayer;
// On button click, it checks the players position and resets the position if values are true
public void ResetPosition () {
UniquePlayer = GameObject.Find("Player").GetComponent<NetworkIdentity>();
var Player = GameObject.FindWithTag("Player");
// Reset player position if the players Y axis is less than -2
if (Player.transform.position.y < threshold) {
Debug.Log("player position has been reset");
Player.transform.position = new Vector3(0, 1, 0);
} else {
Debug.Log("Player position Y is currently at: " + Player.transform.position.y);
}
}
}
我的目标是捕捉独特的玩家y位置,如果小于-2,则将其重置为1。当你独自参加比赛时我就开始工作了,但是当你在比赛中超过1名球员时,它会做出奇怪的事情,因为它没有指向特定的球员。
我正在使用NetworkManager及其在localhost上运行。我试图通过获取播放器的netID来解决这个问题,这个netID是唯一的但无法弄清楚如何组合这些信息。
希望有人能指出我正确的方向。
答案 0 :(得分:1)
为什么不直接使用MonoBehaviour脚本并将其附加到播放器对象? 通过这个你已经有了正确的Player GameObject,你不必找到带有Tag的GameObject。
答案 1 :(得分:0)
首先,我建议进行一些测试,以缩小主机系统和客户端系统上奇怪行为的差异。这可能会让我们深入了解到底出了什么问题。
其次,我同意塞巴斯蒂安的说法,将MonoBehaviour放在播放器预制件上可能是更好的方法。这样的事情应该是一个万无一失的解决方案:
using UnityEngine;
public class PositionReset : MonoBehaviour {
public float threshold = -2;
public float resetHeight = 1;
private void Update() {
if (transform.position.y < threshold) {
// Note, I keep the x and z position the same, as it sounds like that's what you were looking for. Change as needed
transform.position = new Vector3(transform.position.x, resetHeight, transform.position.z);
}
}
}
如果由于某些原因将行为放在播放器预制本身上是不可接受的,这里是您的代码段的修改版本,可能会解决此问题:
using UnityEngine;
using UnityEngine.Networking;
public class ResetPlayerPosition : NetworkManager {
public float threshold = -2f;
// On button click, it checks the players position and resets the position if values are true
public void ResetPosition () {
var Players = GameObject.FindGameObjectsWithTag("Player");
foreach(GameObject Player in Players) {
// Reset player position if the players Y axis is less than -2
if (Player.transform.position.y < threshold) {
Debug.Log("player position has been reset");
Player.transform.position = new Vector3(0, 1, 0);
} else {
Debug.Log("Player position Y is currently at: " + Player.transform.position.y);
}
}
}
}
你会注意到,我们不是使用播放器标签检索一个游戏对象,而是检索所有这些游戏对象,并使用foreach循环对所有游戏对象执行评估。这应该会产生更一致的行为。
除此之外,我会考虑使用NetworkTransform,这将有助于保持玩家在所有动作中同步的位置。几乎所有网络游戏都必不可少的工具。