【发布时间】:2019-02-26 14:40:11
【问题描述】:
我正在为团结做生存射击教程,我刚刚添加了使敌人受到玩家枪支伤害的脚本。我将脚本添加到敌人身上,但每当我玩它时,他们都不会受到伤害
我在控制台中没有收到任何错误或警告,它们仍然可以攻击我并正常移动,但它们不会受到伤害,子弹会直接穿过它们
using UnityEngine;
using UnityEngine.AI;
public class EnemyDamage : MonoBehaviour
{
public int startingHealth = 100; // The amount of health the enemy starts the game with.
public int currentHealth; // The current health the enemy has.
public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead.
public int scoreValue = 10; // The amount added to the player's score when the enemy dies.
public AudioClip deathClip; // The sound to play when the enemy dies.
Animator anim; // Reference to the animator.
AudioSource enemyAudio; // Reference to the audio source.
ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged.
CapsuleCollider capsuleCollider; // Reference to the capsule collider.
bool isDead; // Whether the enemy is dead.
bool isSinking; // Whether the enemy has started sinking through the floor.
void Awake()
{
// Setting up the references.
anim = GetComponent<Animator>();
enemyAudio = GetComponent<AudioSource>();
hitParticles = GetComponentInChildren<ParticleSystem>();
capsuleCollider = GetComponent<CapsuleCollider>();
// Setting the current health when the enemy first spawns.
currentHealth = startingHealth;
}
void Update()
{
// If the enemy should be sinking...
if (isSinking)
{
// ... move the enemy down by the sinkSpeed per second.
transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime);
}
}
public void TakeDamage(int amount, Vector3 hitPoint)
{
// If the enemy is dead...
if (isDead)
// ... no need to take damage so exit the function.
return;
// Play the hurt sound effect.
enemyAudio.Play();
Debug.Log("damage");
// Reduce the current health by the amount of damage sustained.
currentHealth -= amount;
// Set the position of the particle system to where the hit was sustained.
hitParticles.transform.position = hitPoint;
// And play the particles.
hitParticles.Play();
// If the current health is less than or equal to zero...
if (currentHealth <= 0)
{
// ... the enemy is dead.
Death();
}
}
void Death()
{
// The enemy is dead.
isDead = true;
// Turn the collider into a trigger so shots can pass through it.
capsuleCollider.isTrigger = true;
// Tell the animator that the enemy is dead.
anim.SetTrigger("Dead");
// Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
enemyAudio.clip = deathClip;
enemyAudio.Play();
}
public void StartSinking()
{
// Find and disable the Nav Mesh Agent.
GetComponent<NavMeshAgent>().enabled = false;
// Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
GetComponent<Rigidbody>().isKinematic = true;
// The enemy should no sink.
isSinking = true;
// Increase the score by the enemy's score value.
ScoreManager.score += scoreValue;
// After 2 seconds destory the enemy.
Destroy(gameObject, 2f);
}
}
【问题讨论】:
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...那是因为敌人非常擅长生存...对不起,请忽略我... ;-)
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顺便说一句,对于想要将您的代码内联到您的问题中的人来说,这真的很不方便。要求在该网站上创建/注册一个帐户只是为了能够获得粘贴/代码的纯文本版本,这简直是天方夜谭......
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Unity的教程很全,你可能漏掉了一步,再过一遍,确保没有漏掉任何东西。
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你从哪里调用 TakeDamage?
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你在角色上缺少
Rigid Body吗?