生成的对象未触发Unity3D
本文关键字:Unity3D 对象 | 更新日期: 2023-09-27 18:20:05
我正在制作一款FPS游戏。它有可吸收的能量(果汁/能量),可以增加玩家的健康。现在我可以用一个立方体(只需使用一个立方体进行测试)来实现这一点。OnTriggerEnter就像一个符咒,它增加了玩家的健康,并保持了健康栏。但是,当我实例化它时,派生的多维数据集的触发器不起作用。
我在下面添加了我的"Spawner"answers"HealthIncrease"脚本。哦,是的,我添加了刚体/盒子对撞机。
这是我的房主脚本(我将其添加到空游戏对象中)
public class Spawner: MonoBehaviour {
public GameObject Power;
public GameObject player;
public float spawnOffset=3.0f;
public float spawnDelay = 5;
int currentPowerUpCount;
int currentWaveNumber =1;
Vector3 randomSpawnPoint{
get{
int randIndex = UnityEngine.Random.Range(0, transform.childCount-1);
var position = transform.GetChild(randIndex).position + UnityEngine.Random.insideUnitSphere * spawnOffset;
position.y =0;
return position;
}
}
void Start(){
currentPowerUpCount = currentWaveNumber * 3;
Spawn ();
}
void Update(){
CheckifReadySpawn ();
}
void Spawn ()
{
Debug.Log ("spawm" + currentWaveNumber);
for (int i = 0; i < 10; i++) {
var enemyGameobject = (GameObject)Instantiate (Power, randomSpawnPoint, Quaternion.identity);
}
}
void CheckifReadySpawn ()
{
if (currentPowerUpCount <= 0) {
currentWaveNumber++;
currentPowerUpCount = currentWaveNumber * 5;
Invoke ("Spawn", spawnDelay);
}
}
}
这是HealthIncrease(我将其添加到多维数据集)
public class HealthIncrease : MonoBehaviour {
public UISlider healthBar;
public GameObject player;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void OnTriggerEnter (Collider collider) {
if (collider.CompareTag("Player"))
PickItUp ();
}
void PickItUp ()
{
var playerStats = (Stats)player.GetComponent<Stats> ();
if (playerStats.health >= 500) {
return;
}
else {
playerStats.health += 50;
Destroy (this.gameObject);
healthBar.value = playerStats.health / 500;
}
}
}
我猜拾取器的预制件上没有对撞机。注意:为了进行碰撞,至少其中一个物体需要有刚体,并且两者都需要有对撞机。