【发布时间】:2023-03-20 17:38:01
【问题描述】:
正如标题所说,敌人的弹丸没有发射。它们在同一个地方生成和销毁。他们不会向目标开火。链接中的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonkeyController : MonoBehaviour {
private const int MAX_INJURES = 1;
public float DurationMovement = 2f;
public Transform SpawnLocation;
public Transform[] PatrolPoints;
public GameObject MonkeyProjectile;
public Rigidbody2D Abby;
public float AttackDelay = 0.75f;
public float ProjectileSpeed = 1;
public int ProjectilesCount = 4;
public float activePosition;
public float passivePosition;
private List<GameObject> ProjectileList = new List<GameObject>();
private int PatrolIndex = 0;
private int injures = 0;
private bool canPatrol;
private Coroutine fireCoroutine;
private Coroutine patrolCoroutine;
private Coroutine movementCoroutine;
WaitForSeconds delay;
Vector2 AttackVector = Vector2.zero;
// Use this for initialization
private void Start () {
delay = new WaitForSeconds(AttackDelay);
InitializeProjectileList();
fireCoroutine = StartCoroutine(MonkeyFireProjectileBehaviour());
patrolCoroutine = StartCoroutine(PatrolBehaviour(PatrolPoints[PatrolIndex].position));
}
private IEnumerator MonkeyFireProjectileBehaviour()
{
yield return delay;
if (GameManager.GetInstance().gameState == GameState.GAME_OVER)
yield return null;
AttackVector = Abby.transform.position - (transform.position /*+ (Vector3)Abby.velocity/10f*/);
FireProjectile(AttackVector);
fireCoroutine = StartCoroutine(MonkeyFireProjectileBehaviour());
}
private IEnumerator PatrolBehaviour(Vector3 animationLocation)
{
canPatrol = true;
float distance = (transform.position - animationLocation).magnitude;
float duration = DurationMovement;
Vector3 startingPos = transform.position;
float t = 0;
while (t < 1 && canPatrol)
{
t += Time.deltaTime / duration;
transform.position = Vector3.Lerp(startingPos, animationLocation, t);
yield return null;
}
if (!canPatrol)
yield break;
transform.position = animationLocation;
IncrementMovementIndex();
patrolCoroutine = StartCoroutine(PatrolBehaviour(PatrolPoints[PatrolIndex].position));
yield return null;
}
private void IncrementMovementIndex()
{
PatrolIndex++;
if(PatrolIndex == PatrolPoints.Length)
{
PatrolIndex = 0;
}
}
private void InitializeProjectileList()
{
GameObject Projectile;
for (int i = 0; i < ProjectilesCount; i++)
{
Projectile = Instantiate(MonkeyProjectile);
Projectile.SetActive(false);
ProjectileList.Add(Projectile);
}
}
private void FireProjectile(Vector2 forceProjectile)
{
foreach (GameObject projectile in ProjectileList)
{
if (!projectile.activeInHierarchy)
{
projectile.transform.position = SpawnLocation.position;
projectile.SetActive(true);
projectile.GetComponent<TrailRenderer>().enabled = true;
projectile.GetComponent<Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;
projectile.GetComponent<Rigidbody2D>().AddForce(forceProjectile * (ProjectileSpeed + Random.Range(0, ProjectileSpeed/2)), ForceMode2D.Impulse);
break;
}
}
}
private IEnumerator DoMovementCoroutine()
{
yield return new WaitForSeconds (0.01F);
transform.localPosition = new Vector2(passivePosition, 0);
yield return AnimatorExecutive.AnimatePositionCoroutine (gameObject, new Vector2 (activePosition, 0), 5.0F);
fireCoroutine = StartCoroutine(MonkeyFireProjectileBehaviour());
patrolCoroutine = StartCoroutine(PatrolBehaviour(PatrolPoints[PatrolIndex].position));
}
private void OnCollisionEnter2D(Collision2D otherCollision)
{
if (otherCollision.gameObject.tag == "Projectile")
{
injures++;
if (injures >= MAX_INJURES)
{
injures = 0;
canPatrol = false;
GetComponent<AudioSource>().Play();
if(fireCoroutine != null) StopCoroutine (fireCoroutine);
if(patrolCoroutine != null) StopCoroutine (patrolCoroutine);
movementCoroutine = StartCoroutine (DoMovementCoroutine());
}
}
}
}
【问题讨论】:
-
在问题中发布您的代码,还请包含有关您的碰撞设置的信息。
-
gameObject SpawnLocation 有脚本组件吗?你怎么知道弹丸被摧毁了?您在控制台中是否收到任何日志消息或错误消息?
标签: c# unity3d game-physics projectile