粒子系统无法作用于多个敌人

时间:2019-05-13 20:40:10

标签: c# unity3d

当敌人被消灭时,我有一个粒子系统。我有多个敌人来自同一路径(使用相同的预制件),并且粒子系统仅在第一个敌人上起作用。有人可以告诉我为什么它对其他人也无效吗?谢谢。

EnemyShooting脚本(这是爆炸的代码段):

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;
public Transform explosion;


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

        }
        if (explosion)//EXPLOSION CODE
        {
            GameObject exploder = ((Transform)Instantiate(explosion, this.transform.position, this.transform.rotation)).gameObject;
            Destroy(exploder, 2.0f);
        }


    }
}


void DestroyEnemy()
{
    if(CurrentNumberOfHits >= MaxNumberOfHits)
    {
        Destroy(gameObject);

        EnemySpawner.Instance.OnEnemyDeath(); // Tell the EnemySpawner that someone died


    }

}

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();

    }
}

EnemySpawner :(我认为此脚本可能会有所帮助,因此我将其附加了)

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 int EnemiesToNextLevel = 7;
public int KilledEnemies = 0;
public LevelManager myLevelManager;
public static EnemySpawner Instance = null;
int timesEnemyHit;


IEnumerator SpawningEnemies()
{
    while (CurrentNumOfEnemies <= MaxEnemies)
    {
        GameObject Enemy = Instantiate(EnemyPreFab, this.transform.position, Quaternion.identity);
        CurrentNumOfEnemies++;
        yield return new WaitForSeconds(EnemySpawnTime);
    }
}

void Start()
{
    if (Instance == null)
        Instance = this;
    StartCoroutine(SpawningEnemies());
    timesEnemyHit = 0;
    if (this.gameObject.tag == "EnemyHit")
    {
        CurrentNumOfEnemies++;
    }
}

public void OnEnemyDeath()
{
    CurrentNumOfEnemies--;
    /*     
    if (CurrentNumOfEnemies < 5)
     {
         // You killed everyone, change scene: 
         LaserLevelManager.LoadLevel("NextLevelMenu");
     }
     */
    KilledEnemies++;

    if (KilledEnemies >= EnemiesToNextLevel)
    {
        LaserLevelManager.LoadLevel("NextLevelMenu");
    }



    }
}

0 个答案:

没有答案