【发布时间】:2014-12-16 18:03:18
【问题描述】:
我有一个炮塔,作为一个游戏对象,当敌人进入它的碰撞箱时,炮塔开始向它射击,逻辑是当敌人离开对撞机时,它应该停止射击,另一个问题是当再次一个敌人进入 collison 框,即第二个敌人,它给了我一个异常,“MissingReferenceException:'transform' 类型的对象已被破坏,但您仍在尝试访问它。您的脚本应该检查它是否为 null 或你不应该破坏它”,但我正在检查我的代码中的列表是否不为空。这是我的代码
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TurretScript : MonoBehaviour {
public float shotInterval = 0.2f; // interval between shots
public GameObject bulletPrefab; // drag the bullet prefab here
public float bulletSpeed;
private float shootTime = 0.0f;
private List<Transform> targets;
private Transform selectedTarget;
private Transform myTransform;
private Transform bulletSpawn;
void Start(){
targets = new List<Transform>();
selectedTarget = null;
myTransform = transform;
bulletSpawn = transform.Find ("bulletSpawn"); // only works if bulletSpawn is a turret child!
}
void OnTriggerEnter2D(Collider2D other){
if (other.tag == "enemy"){ // only enemies are added to the target list!
targets.Add(other.transform);
}
}
void OnTriggerExit2D(Collider2D other){
if (other.tag == "enemy"){
targets.Remove(other.transform);
Debug.Log("gone out");
}
}
void TargetEnemy(){
if (selectedTarget == null){ // if target destroyed or not selected yet...
SortTargetsByDistance(); // select the closest one
if (targets.Count > 0) selectedTarget = targets[0];
}
}
void SortTargetsByDistance(){
targets.Sort(delegate(Transform t1, Transform t2){
return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position));
});
}
void Update(){
TargetEnemy(); // update the selected target and look at it
if (selectedTarget)
{
// if there's any target in the range...
Vector3 dir = selectedTarget.position - transform.position;
float angle = Mathf.Atan2(dir.y,dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);// aim at it
if (Time.time >= shootTime){// if it's time to shoot...
// shoot in the target direction
Vector3 lookPos = new Vector3(bulletSpawn.position.x,bulletSpawn.position.y,0);
lookPos = lookPos - transform.position;
float ang = Mathf.Atan2(lookPos.y,lookPos.x)*Mathf.Rad2Deg;
GameObject b1 = Instantiate(bulletPrefab,new Vector3(transform.position.x,transform.position.y,5),transform.rotation)as GameObject;
b1.rigidbody2D.velocity = new Vector3(Mathf.Cos(ang*Mathf.Deg2Rad),Mathf.Sin(ang*Mathf.Deg2Rad),0)*bulletSpeed;
shootTime = Time.time + shotInterval; // set time for next shot
}
}
}
}
这是我的敌人脚本
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class EnemyScript : MonoBehaviour {
public Transform target;
public float speed = 2f;
public int Health;
public float GetHealth()
{
return Health;
}
void Update ()
{
transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
}
void TakeDamage(int damage){
Health -= damage;
if (Health <= 0)
Destroy(gameObject);
}
void OnTriggerEnter2D(Collider2D otherCollider)
{
PlayerControl shot = otherCollider.gameObject.GetComponent<PlayerControl>();
if (shot != null)
{
SpecialEffectsHelper.Instance.Explosion(transform.position);
Destroy(shot.gameObject);
}
}
}
【问题讨论】:
标签: unity3d