【发布时间】:2017-06-29 13:02:23
【问题描述】:
我正在使用 Unity 的生存射击资产构建多人游戏,玩家是使用场景中的网络管理器生成的预制件,并具有标签 Player。敌人由搜索的 Enemy Manager 生成和管理玩家标签,让敌人以玩家为目标,但敌人只攻击第一个生成的玩家,不攻击之后生成的玩家。
EnemyManager 脚本
public class EnemyManager : MonoBehaviour
{
PlayerHealth playerHealth; // Reference to the player's heatlh.
public GameObject enemy; // The enemy prefab to be spawned.
public float spawnTime = 3f; // How long between each spawn.
public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from.
void Start ()
{
// Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time.
playerHealth = GameObject.FindWithTag("Player").GetComponent<PlayerHealth>();
InvokeRepeating ("Spawn", spawnTime, spawnTime);
}
void Spawn ()
{
// If the player has no health left...
if(playerHealth.currentHealth <= 0f)
{
// ... exit the function.
return;
}
// Find a random index between zero and one less than the number of spawn points.
int spawnPointIndex = Random.Range (0, spawnPoints.Length);
// Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation.
Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
}
}
敌人攻击脚本
public class EnemyAttack : MonoBehaviour
{
public float timeBetweenAttacks = 0.5f; // The time in seconds between each attack.
public int attackDamage = 10; // The amount of health taken away per attack.
Animator anim; // Reference to the animator component.
GameObject player; // Reference to the player GameObject.
PlayerHealth playerHealth; // Reference to the player's health.
EnemyHealth enemyHealth; // Reference to this enemy's health.
bool playerInRange; // Whether player is within the trigger collider and can be attacked.
float timer; // Timer for counting up to the next attack.
void Awake ()
{
// Setting up the references.
player = GameObject.FindGameObjectWithTag ("Player");
playerHealth = player.GetComponent <PlayerHealth> ();
enemyHealth = GetComponent<EnemyHealth>();
anim = GetComponent <Animator> ();
}
void OnTriggerEnter (Collider other)
{
// If the entering collider is the player...
if(other.gameObject == player)
{
// ... the player is in range.
playerInRange = true;
}
}
void OnTriggerExit (Collider other)
{
// If the exiting collider is the player...
if(other.gameObject == player)
{
// ... the player is no longer in range.
playerInRange = false;
}
}
void Update ()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;
// If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)
{
// ... attack.
Attack ();
}
// If the player has zero or less health...
if(playerHealth.currentHealth <= 0)
{
// ... tell the animator the player is dead.
anim.SetTrigger ("PlayerDead");
}
}
void Attack ()
{
// Reset the timer.
timer = 0f;
// If the player has health to lose...
if(playerHealth.currentHealth > 0)
{
// ... damage the player.
playerHealth.TakeDamage (attackDamage);
}
}
}
敌人移动
public class EnemyMovement : MonoBehaviour
{
Transform player; // Reference to the player's position.
PlayerHealth playerHealth; // Reference to the player's health.
EnemyHealth enemyHealth; // Reference to this enemy's health.
NavMeshAgent nav;
void Awake ()
{
// Set up the references.
player = GameObject.FindGameObjectWithTag ("Player").transform;
playerHealth = player.GetComponent<PlayerHealth>();
enemyHealth = GetComponent <EnemyHealth> ();
nav = GetComponent <NavMeshAgent> ();
}
void Update ()
{
// If the enemy and the player have health left...
if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
{
// ... set the destination of the nav mesh agent to the player.
nav.SetDestination (player.position);
}
// Otherwise...
else
{
// ... disable the nav mesh agent.
nav.enabled = false;
}
}
}
本地播放器设置脚本
public class LocalPlayerSetup : NetworkBehaviour {
void Start()
{
GameObject.FindGameObjectWithTag ("EnemyManager").SetActiveRecursively (true);
if (isLocalPlayer) {
GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<CameraFollow> ().enabled = true;
GetComponent<PlayerMovement> ().enabled = true;
GetComponentInChildren<PlayerShooting> ().enabled = true;
}
}
}
【问题讨论】:
-
您的代码 sn-ps 没有显示显示敌人如何决定攻击哪个玩家的脚本。不过,一般来说,敌人需要检查所有玩家并决定攻击哪一个,最常见的是攻击最近的那个。
-
没有敌人只攻击第一个生成的玩家。请检查现在添加了敌人的攻击和移动脚本
-
目标是通过调用
GameObject.FindGameObjectWithTag设置的,它只返回一个对象。您可以使用GameObject.FindGameObjectsWithTag获取所有 玩家,然后您可以遍历它们以找到最近的玩家。 (假设所有玩家实体都有"Player"标签。)
标签: c# unity3d multiplayer