我正在尝试为自己创建的自上而下游戏创建wave生成器。我已经创建了wave生成器脚本,但是当我点击play时,什么也没有发生。倒计时不会开始。理想情况下,它应从2开始,一旦达到0,则第一波应与一个敌人一起产生。一旦该敌人被杀死,倒数应从5开始,一旦达到0,则下一个有2个敌人的波浪应开始,依此类推。在所有当前敌人被消灭之前,新一波浪潮不应该开始。
public enum SpawnState { SPAWNING, WAITING, COUNTING };
public SpawnState state = SpawnState.COUNTING;
public Transform enemy;
public float timeBetweenWaves = 5f;
public float countDown = 2f;
private int waveIndex = 0;
public float searchCountdown = 1f;
void Update()
{
if (state == SpawnState.WAITING)
{
if (!EnemyisAlive())
{
WaveCompleted();
}
else
{
return;
}
}
if (countDown <= 0f)
{
if (state != SpawnState.SPAWNING)
{
StartCoroutine(SpawnWave());
countDown = timeBetweenWaves;
}
else
{
countDown -= Time.deltaTime;
}
}
}
void WaveCompleted()
{
state = SpawnState.COUNTING;
countDown = timeBetweenWaves;
SpawnWave();
}
bool EnemyisAlive()
{
searchCountdown -= Time.deltaTime;
if (searchCountdown <= 0)
{
searchCountdown = 1f;
if (GameObject.FindGameObjectsWithTag("Enemy").Length == 0)
{
return false;
}
}
return true;
}
IEnumerator SpawnWave()
{
state = SpawnState.SPAWNING;
waveIndex++;
for (int i = 0; i < waveIndex; i++)
{
SpawnEnemy();
yield return new WaitForSeconds(0.5f);
}
state = SpawnState.WAITING;
yield break;
}
void SpawnEnemy()
{
Instantiate(enemy, transform.position, transform.rotation);
}
答案 0 :(得分:2)
我建议您对所有程序都使用协程。这使某些事情变得容易。您可以例如只需等到另一个Ienumertaor完成。然后,我只需将生成的敌人添加到列表中,为null
个条目过滤并使用计数。使用Find
或您的情况FindGameObjectsWithTag
,每帧效率都非常低!
using System.Linq;
using System.Collections.Generic;
...
public Transform enemy;
public float timeBetweenWaves = 5f;
public float countDown = 2f;
//public float searchCountdown = 1f;
private List<Transform> enemies = new List<Transform>();
private int waveIndex = 0;
private void Start()
{
StartCoroutine(RunSpawner());
}
// this replaces your Update method
private IEnumerator RunSpawner()
{
// first time wait 2 seconds
yield return new WaitForSeconds(countDown);
// run this routine infinite
while(true)
{
state = SpawnState.SPAWNING;
// do the spawning and at the same time wait until it's finished
yield return SpawnWave();
state = SpawnState.WAITING;
// wait until all enemies died (are destroyed)
yield return new WaitWhile(EnemyisAlive);
state = SpawnState.COUNTING
// wait 5 seconds
yield return new WaitForSeconds(timeBetweenWaves);
}
}
private bool EnemyisAlive()
{
// uses Linq to filter out null (previously detroyed) entries
enemies = enemies.Where(e => e != null).ToList();
return enemies.Count > 0;
}
private IEnumerator SpawnWave()
{
waveIndex++;
for (int i = 0; i < waveIndex; i++)
{
SpawnEnemy();
yield return new WaitForSeconds(0.5f);
}
}
private void SpawnEnemy()
{
enemies.Add(Instantiate(enemy, transform.position, transform.rotation));
}
要稍微提高效率,您还可以避免实例化和销毁,而应使用Object Pooling-仅启用和禁用对象,并最终仅在需要时才产生新对象。