【发布时间】:2019-08-31 20:56:41
【问题描述】:
我是 Unity 和 c# 的新手,现在已经学习了几个月。我正在处理的项目有问题。在游戏中,玩家跑来跑去从树上采摘水果。我想当玩家与标签“TypeFruit”碰撞一个物体时,水果被破坏。当玩家触摸水果时,它没有被采摘,我不知道为什么。有人可以分享这方面的知识吗?没有显示错误消息。谢谢。
我试过了。
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "TypeFruit")
{
Destroy(collision.gameObject);
}
}
这是播放器脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class player_movement : MonoBehaviour
{
int speed=2;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey("w"))
{
transform.Translate(0, 0.05f * speed, 0);
}
if (Input.GetKey("s"))
{
transform.Translate(0, -0.05f * speed, 0);
}
if (Input.GetKey("a"))
{
transform.Translate(-0.05f * speed, 0, 0);
}
if (Input.GetKey("d"))
{
transform.Translate(0.05f * speed, 0, 0);
}
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "TypeFruit")
{
Destroy(collision.gameObject);
}
}
}
这是水果脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fruit : MonoBehaviour
{
int Healthiness;
void Start()
{
}
}
这是 treeplacer 脚本。 Treeplacer 在地图上随机生成树木。每棵树都结出果实。我希望玩家在触摸水果时采摘它。水果标有“TypeFruit”标签。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TreePlacer : MonoBehaviour
{
public Sprite[] FruitSprites = new Sprite[3];
public Fruit FruitPrefab;
public GameObject TreePrefab;
// Start is called before the first frame update
void Start()
{
int TreeCount = Random.Range(8, 16);
for(int i=1; i<=TreeCount; i++)
{
GameObject CurrentTree= Instantiate(TreePrefab, new Vector3(Random.Range(-5, 6), Random.Range(-5, 6), 0), Quaternion.identity);
CurrentTree.AddComponent(typeof(Tree));
CurrentTree.GetComponent<Tree>().FruitPrefab = FruitPrefab.gameObject;
CurrentTree.GetComponent<Tree>().myTreePlacer = this;
}
}
// Update is called once per frame
void Update()
{
}
void PlaceTree()
{
}
}
public class Tree:MonoBehaviour
{
public TreePlacer myTreePlacer;
public GameObject FruitPrefab;
public int maxNumberOfFruits;
public int regrowTime;
public int climbTime;
int currentNumberOfFruits=0;
FruitType MyFruitType;
void Start()
{
MyFruitType = (FruitType)Random.Range(0, 3);
switch (MyFruitType)
{
case FruitType.apple:
maxNumberOfFruits = 5;
regrowTime = 20;
climbTime = 5;
break;
case FruitType.banana:
maxNumberOfFruits = 5;
regrowTime = 30;
climbTime = 10;
break;
case FruitType.coconut:
maxNumberOfFruits = 3;
regrowTime = 60;
climbTime = 30;
break;
}
StartCoroutine(GrowFruit());
}
IEnumerator GrowFruit()
{
while (true)
{
yield return new WaitForSeconds(regrowTime);
Fruit CurrentFruit = Instantiate(FruitPrefab, new Vector3(transform.position.x + Random.Range(-0.5f, 0.5f), transform.position.y + Random.Range(-0.5f, 0.5f)), Quaternion.identity).GetComponent<Fruit>();
CurrentFruit.GetComponent<SpriteRenderer>().sprite = myTreePlacer.FruitSprites[(int)MyFruitType];
currentNumberOfFruits++;
yield return new WaitWhile(() => currentNumberOfFruits >= maxNumberOfFruits);
}
}
}
enum FruitType
{
apple, banana, coconut
}
完全没有错误。树木生成得非常好。水果也能正常生成,但玩家触摸时不会被采摘。
【问题讨论】:
-
你有一个 Rigidbody2D 附加到水果上吗?不幸的是,这是 onTriggerEnter2D 工作所必需的。
-
我之前修复了这个错误。你不是水果上的刚体。无论如何,谢谢你提到它! :)