生存射手团结的敌人不会受到伤害

时间:2019-02-26 14:40:11

标签: c# unity3d

我正在为生存射击游戏教程做一个统一的工作,我刚刚添加了脚本,使敌人从玩家的枪支中受到伤害。我将脚本添加到了敌人,但是无论何时我玩,脚本都不会受到伤害

我在控制台中没有收到任何错误或警告,它们仍然可以攻击我并且可以正常移动,但是它们从不受到伤害,子弹直接穿过它们

using UnityEngine;
using UnityEngine.AI;

public class EnemyDamage : MonoBehaviour
{
    public int startingHealth = 100;           // The amount of health the enemy starts the game with.
    public int currentHealth;                  // The current health the enemy has.
    public float sinkSpeed = 2.5f;             // The speed at which the enemy sinks through the floor when dead.
    public int scoreValue = 10;                // The amount added to the player's score when the enemy dies.
    public AudioClip deathClip;                // The sound to play when the enemy dies.


    Animator anim;                             // Reference to the animator.
    AudioSource enemyAudio;                    // Reference to the audio source.
    ParticleSystem hitParticles;               // Reference to the particle system that plays when the enemy is damaged.
    CapsuleCollider capsuleCollider;           // Reference to the capsule collider.
    bool isDead;                               // Whether the enemy is dead.
    bool isSinking;                            // Whether the enemy has started sinking through the floor.


    void Awake()
    {
        // Setting up the references.
        anim = GetComponent<Animator>();
        enemyAudio = GetComponent<AudioSource>();
        hitParticles = GetComponentInChildren<ParticleSystem>();
        capsuleCollider = GetComponent<CapsuleCollider>();

        // Setting the current health when the enemy first spawns.
        currentHealth = startingHealth;
    }

    void Update()
    {
        // If the enemy should be sinking...
        if (isSinking)
        {
            // ... move the enemy down by the sinkSpeed per second.
            transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime);
        }
    }


    public void TakeDamage(int amount, Vector3 hitPoint)
    {
        // If the enemy is dead...
        if (isDead)
        // ... no need to take damage so exit the function.
        return;

        // Play the hurt sound effect.
        enemyAudio.Play();
        Debug.Log("damage");

        // Reduce the current health by the amount of damage sustained.
        currentHealth -= amount;

        // Set the position of the particle system to where the hit was sustained.
        hitParticles.transform.position = hitPoint;

        // And play the particles.
        hitParticles.Play();

        // If the current health is less than or equal to zero...
        if (currentHealth <= 0)
        {
            // ... the enemy is dead.
            Death();
        }
    }


    void Death()
    {
        // The enemy is dead.
        isDead = true;

        // Turn the collider into a trigger so shots can pass through it.
        capsuleCollider.isTrigger = true;

        // Tell the animator that the enemy is dead.
        anim.SetTrigger("Dead");

        // Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
        enemyAudio.clip = deathClip;
        enemyAudio.Play();
    }


    public void StartSinking()
    {
        // Find and disable the Nav Mesh Agent.
        GetComponent<NavMeshAgent>().enabled = false;

        // Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
        GetComponent<Rigidbody>().isKinematic = true;

        // The enemy should no sink.
        isSinking = true;

        // Increase the score by the enemy's score value.
        ScoreManager.score += scoreValue;

        // After 2 seconds destory the enemy.
        Destroy(gameObject, 2f);
    }
}

1 个答案:

答案 0 :(得分:0)

您可能缺少enemiesbulletsboth的图层或标签。还检查project settings -> physic

中的图层碰撞矩阵