我的问题是,当所有敌人都被杀死后,应该加载的场景没有加载。我确实将场景添加到Build设置(索引为3)中,但仍未加载。我创建的脚本被附加到一个空对象,而不是直接附加到精灵(可以吗?)。有人可以告诉我为什么场景没有加载吗?谢谢。
EnemySpawner脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemySpawner : MonoBehaviour {
[SerializeField] GameObject EnemyPreFab;
[SerializeField] int MaxEnemies = 30;
[SerializeField] float EnemySpawnTime = 1.00001f;
[SerializeField] GameObject FirstWaypoint;
int CurrentNumOfEnemies = 0;
public LevelManager myLevelManager;
public int maximumnumberofhits = 0;
int timesEnemyHit;
IEnumerator SpawningEnemies()
{
while(CurrentNumOfEnemies <= MaxEnemies)
{
GameObject Enemy = Instantiate(EnemyPreFab, this.transform.position, Quaternion.identity);
CurrentNumOfEnemies++;
yield return new WaitForSeconds(EnemySpawnTime);
}
}
void Start()
{
StartCoroutine(SpawningEnemies());
timesEnemyHit = 0;
if (this.gameObject.tag == "EnemyHit")
{
CurrentNumOfEnemies++;
}
}
void OnCollisionEnter2D()
{
timesEnemyHit++;
if (timesEnemyHit == maximumnumberofhits)
{
CurrentNumOfEnemies--;
Destroy(this.gameObject);
}
if (CurrentNumOfEnemies == 0)
{
myLevelManager.LoadLevel("NextLevelMenu");
Debug.Log("LevelLoaded");
}
}
}
LevelManger脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour {
public void LoadLevel(string name)
{
print("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
}
EnemyShooting脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyShooting : MonoBehaviour {
[SerializeField] float EnemyLaserSpeed = 10f;
[SerializeField] float EnemyLaserFireTime;
[SerializeField] GameObject LaserBulletEnemyPreFab;
[SerializeField] int MaxNumberOfHits = 1;
int CurrentNumberOfHits = 0;
Coroutine FireCoroutine;
void OnTriggerEnter2D(Collider2D collider)
{
if(collider.gameObject.tag == "PlayerLaser")
{
if(CurrentNumberOfHits < MaxNumberOfHits)
{
CurrentNumberOfHits++;
Destroy(collider.gameObject);
Score.ScoreValue += 2;//The user will be rewarded 1 point
}
}
}
void DestroyEnemy()
{
if(CurrentNumberOfHits >= MaxNumberOfHits)
{
Destroy(gameObject);
}
}
private void Fire()
{
FireCoroutine = StartCoroutine(ShootContinuously());
}
void BecomeVisible()
{
Fire();
}
IEnumerator ShootContinuously()
{
while (true)
{
GameObject LaserBulletEnemy = Instantiate(LaserBulletEnemyPreFab, this.transform.position, Quaternion.identity) as GameObject;
LaserBulletEnemy.GetComponent<Rigidbody2D>().velocity = new Vector2(0, EnemyLaserSpeed);
EnemyLaserFireTime = Random.Range(0.5f, 0.9f);
yield return new WaitForSeconds(EnemyLaserFireTime);
}
}
// Use this for initialization
void Start () {
BecomeVisible();
}
// Update is called once per frame
void Update () {
DestroyEnemy();
}
}
EnemyPathing脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyPathing : MonoBehaviour {
[SerializeField] List<Transform> WayPoints;
[SerializeField] float EnemyMovingSpeed = 5f;
int WayPointIndex = 0;
void EnemyMoving()
{
if (WayPointIndex <= WayPoints.Count - 1)
{
var TargetedPosition = WayPoints[WayPointIndex].transform.position; //The position of where the enemy needs to go
TargetedPosition.z = 0f;
var MoveThisFrame = EnemyMovingSpeed * Time.deltaTime;
transform.position = Vector2.MoveTowards(this.transform.position, TargetedPosition, MoveThisFrame);
if(transform.position == TargetedPosition)
{
WayPointIndex++;
}
}
else
{
Destroy(gameObject);
}
}
// Use this for initialization
void Start () {
transform.position = WayPoints[WayPointIndex].transform.position;
}
// Update is called once per frame
void Update () {
EnemyMoving();
}
}
答案 0 :(得分:2)
myLevelManager.LoadLevel("NextLevelMenu");
永远不会执行,因为您在上面的if-test中破坏了对象。
答案 1 :(得分:2)
您正在检查SPAWNER上是否有碰撞;当有人击中Spawner时,它会倒数敌人。但是Spawner在屏幕快照中没有碰撞盒,因此它永远不会被击中。永远无法调用场景更改代码。
因此,基于代码的游戏如下所示:
我猜这从概念上来说是不正确的,您实际上是想检查生成的敌人的碰撞,然后才能计算出被摧毁的敌人的数量,并在他们全部死亡时改变场景。
从概念上讲,您想要的是:
好吧,每个敌人都需要引用保存计数的对象。您可以通过多种方式执行此操作,当我亲自执行此操作时,通常只有一个对每个人都负责的生成器,因此我将其设置为Singleton,可以在任何地方进行引用:
EnemySpawner
public class EnemySpawner : MonoBehaviour
{
public static Spawner Instance = null;
int CurrentNumOfEnemies = 0;
// ... etc
void Start()
{
if (Instance == null)
Instance = this;
// Spawn enemies like you do already, CurrentNumOfEnemies++ for every spawned
}
public OnEnemyDeath() {
CurrentNumOfEnemies--;
if (CurrentNumOfEnemies < 1)
{
// You killed everyone, change scene:
LevelManager.LoadLevel("Your Level");
}
}
}
敌人的脚本(我不知道您当前的代码看起来如何,但这是根据我认为您的代码看起来如何的最小解决方案):
void OnDestroy()
{
// This will run automatically when you run Destroy() on this gameObject
EnemySpawner.Instance.OnEnemyDeath(); // Tell the EnemySpawner that someone died
}
这仅在您只有一个生成器的情况下起作用。如果有多个副本,则必须将其生成者实例的引用发送给每个生成的敌人。如果您愿意,我也可以告诉您如何做。
LevelManager不需要在GameObject上,而可以是静态的:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class LevelManager
{
public static void LoadLevel(string name)
{
Debug.Log("Level loading requested for" + name);
SceneManager.LoadScene(name);
}
}
现在,您可以从任何地方使用它,而无需初始化对任何脚本或GameObject的引用:
LevelManager.LoadLevel("My Level");