我正在开发一款平台游戏,我为Health创建了UI,然后又为Player建立了Health。但是当我创建Sprike脚本时,它没有用。例如,当我与尖峰交叉时(与Box colider,是触发),它将重置级别。
我还创建了一个void Dead
,如果curHealth <= 0
则重置级别,但是我不知道为什么如果我还有2条生命(玩家有3条公共生命int maxHealth = 3;
,它会重新启动我的lvl )
最烂的是:
穗脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spikes : MonoBehaviour
{
private Player player;
void Start(){
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
}
void OnTriggerEnter2D(Collider2D col){
if(col.CompareTag("Player")) {
player.Damage(1);
}
}
}
播放器脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Player : MonoBehaviour
{
public GameObject blood;
public float speed;
public float jumpForce;
private float moveInput;
private Rigidbody2D rb;
private bool isGrounded;
public Transform groundCheck;
public float checkRadius;
public LayerMask whatIsGround;
private int extraJumps;
public int extraJumpsValue;
private bool facingRight = true;
public int curHealth;
public int maxHealth = 3;
void Start(){
curHealth = maxHealth;
extraJumps = extraJumpsValue;
rb = GetComponent<Rigidbody2D>();
}
void FixedUpdate(){
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
moveInput = Input.GetAxis("Horizontal");
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if(facingRight == false && moveInput > 0){
Flip();
} else if(facingRight == true && moveInput < 0){
Flip();
}
}
void Update(){
if(isGrounded == true){
extraJumps = extraJumpsValue;
}
if(Input.GetKeyDown(KeyCode.UpArrow) && extraJumps > 0){
rb.velocity = Vector2.up * jumpForce;
extraJumps--;
} else if(Input.GetKeyDown(KeyCode.UpArrow) && extraJumps == 0 && isGrounded == true){
rb.velocity = Vector2.up * jumpForce;
}
if(curHealth > maxHealth){
curHealth = maxHealth;
}
if(curHealth <= 0){
Die ();
}
}
void Flip(){
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
void Die(){
//Restart
Application.LoadLevel(Application.loadedLevel);
}
void OnCollisonEnter2D(Collision2D col){
if (col.gameObject.tag.Equals("Spikes")){
Instantiate ( blood, transform.position, Quaternion.identity);
gameObject.SetActive(false);
}
}
public void Damage(int dmg) {
curHealth -= dmg;
}
}
答案 0 :(得分:0)
您的代码检查gameObject / collider的标签。如果有3个对撞机,则每一个对撞机都将调用Player.Damage()。 如果您想坚持自己的设计,则需要将它们拆分为子对象,并为它们提供不同的标签,例如“ PlayerParent”和“ PlayerChild”或类似的标签。
您还可以对父播放器对象的每个子对象使用相同的标签,但在与父对象不同的层上使用子标签。查看如何忽略图层:https://docs.unity3d.com/ScriptReference/Physics.IgnoreLayerCollision.html
只需尝试从OnTriggerEnter2D函数中检测到其他不重要的对撞机即可。也许您可以切换到OnCollisionEnter2D并且不让播放器“掉进去”? 希望这能回答您的问题。 干杯。
答案 1 :(得分:0)
OK在刚体上有一个称为Collision Detection的属性,将其更改为离散(如果是连续的),然后重试