我做了2D游戏的门户。通常,相机需要跟随角色。但是在我编写了门户网站脚本之后,“ CameraFallowScript”不起作用。角色正在通过门户。但通过“ CameraFallowScript”后消失。我是新手,英语不好。 感谢您的帮助。
C:UsersuserNamesomeFile
此处的门户网站脚本:
Camera Fallow Script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFallow : MonoBehaviour
{
public GameObject target;
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.position = new Vector3(target.transform.position.x, target.transform.position.y, transform.position.z);
}
}
此处的PortalControl脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Portal : MonoBehaviour
{
private Rigidbody2D enteredRigidbody;
private float enterVelocity, exitVelocity;
private void OnTriggerEnter2D(Collider2D collision)
{
enteredRigidbody = collision.gameObject.GetComponent<Rigidbody2D>();
enterVelocity = enteredRigidbody.velocity.x;
if (gameObject.name == "BluePortal")
{
PortalControl.portalControlInstance.DisableCollider("orange");
PortalControl.portalControlInstance.CreateClone("atOrange");
}
else if (gameObject.name == "OrangePortal")
{
{
PortalControl.portalControlInstance.DisableCollider("blue");
PortalControl.portalControlInstance.CreateClone("atBlue");
}
}
}
private void OnTriggerExit2D(Collider2D collision)
{
exitVelocity = enteredRigidbody.velocity.x;
if (enterVelocity != exitVelocity)
{
Destroy(GameObject.Find("Clone"));
}
Destroy(collision.gameObject);
PortalControl.portalControlInstance.EnableColliders();
GameObject.Find("Clone").name = "Character";
CameraFallow.DontDestroyOnLoad(transform.gameObject);
}
}
答案 0 :(得分:0)
总的来说,我猜我不会创建克隆……为什么要实例化一个新玩家?为什么不简单地将其移动到新位置?
这里发生的是Destroy(collision.gameobject)
之后FollowCamera
失去了对其target
的引用,因此您需要在克隆之后重新分配它,例如在
private void OnTriggerExit2D(Collider2D collision)
{
exitVelocity = enteredRigidbody.velocity.x;
if (enterVelocity != exitVelocity)
{
Destroy(GameObject.Find("Clone"));
}
Destroy(collision.gameObject);
PortalControl.portalControlInstance.EnableColliders();
var clone = GameObject.Find("Clone");
clone.name = "Character";
DontDestroyOnLoad(clone);
// It would ofcourse be way more efficient
// if you would store this reference somewhere
FindObjectOfType<CameraFollow>().target = clone;
}
请注意,Find
的一般用法很昂贵,应尽可能避免使用它!而是在所有必需的脚本之间传递clone
参考。
关于编码样式:传递string
参数并不是很好的代码。
我建议例如enum
之类的
public enum PortalSide
{
orange,
blue
}
然后使用
private Dictionary<PortalSide, Transform> portalSpawns;
private Dictionary<PortalSide, Collider> portalColliders;
private void Awake()
{
portalSpawns = new Dictionary<PortalSide, Transform> { {PortalSide.blue, bluePortalSpawnPoint} , {PortalSide.orange, orangePortalSpawnPoint}};
portalColliders = new Dictionary<PortalSide, Collider> { {PortalSide.blue, bluePortalCollider}, {PortalSide.orange, orangePortalCollider} };
}
public void CreateClone(PortalSide whereToCreate)
{
var spawnPoint = PortalSides[whereToCreate];
var instantiatedClone = Instantiate(clone, spawnPoint.position, Quaternion.identity);
instantiatedClone.gameObject.name = "clone";
}
public void DisableCollider(PortalSide ColliderToDisable)
{
var colliderToDisable = portalColliders[ColliderToDisable];
colliderToDisable.enabled = false;
}