[英]Unity3d C# respawning
如果我在 Unity 中测试我的游戏并重生,我将恢复 3 条生命。 但是当我构建游戏并重生时,我只能恢复 2 条生命。
这是我用于重生的代码(不是完整代码):
public int StarterLives; // 3
public GameObject plr; // My Player
public float maxVoidDist; // -10
public Object respawnLevel; // Level01 (My first and only asset)
public Text LivesHolder; // The text object (UI)
private Vector3 respawnPoint; // This gets updated in Start() and becomes the first position of the player
private string deadLevel; // This gets updated in Start() and becomes the name of my respawnlevel
private int lives; // This gets updated in Start() and becomes StarterLives (3)
private bool delay1 = false;
void Update () {
if ((plr.transform.position.y <= maxVoidDist) && (delay1.Equals(false)))
{
delay1 = true;
if((lives - 1) <= 0)
{
Application.LoadLevel(deadLevel);
lives = StarterLives + 1;
} else
{
plr.transform.position = respawnPoint;
}
lives = lives - 1;
updateLives();
delay1 = false;
}
}
void updateLives()
{
LivesHolder.text = "Lives: " + lives;
}
完整代码:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class GameController : MonoBehaviour {
public int StarterLives;
public GameObject plr;
public float maxVoidDist;
public Object respawnLevel;
public Text LivesHolder;
private Vector3 respawnPoint;
private string deadLevel;
private int lives;
private bool delay1 = false;
void Awake()
{
QualitySettings.vSyncCount = 1;
}
// Use this for initialization
void Start () {
respawnPoint = plr.transform.position;
deadLevel = respawnLevel.name;
lives = StarterLives;
updateLives();
}
// Update is called once per frame
void Update () {
if ((plr.transform.position.y <= maxVoidDist) && (delay1.Equals(false)))
{
delay1 = true;
if((lives - 1) <= 0)
{
Application.LoadLevel(deadLevel);
lives = StarterLives + 1;
} else
{
plr.transform.position = respawnPoint;
}
lives = lives - 1;
updateLives();
delay1 = false;
}
}
void updateLives()
{
LivesHolder.text = "Lives: " + lives;
}
}
我看到一些奇怪的东西,在你的代码中,我希望它们可以代表这个问题:
1)
if((lives - 1) <= 0)
通过此测试,如果您还剩 1 条生命,您将重新开始关卡。 是你想要的吗?
2)
Application.LoadLevel(deadLevel);
lives = StarterLives + 1;
在这个片段中,第二行没有用,因为一旦你调用LoadLevel()
,新场景就会被加载,而你的其余代码不会被执行。 所以, lives = StarterLives + 1;
是死代码。
3)关于第二点,让我们假设这些行的顺序是颠倒的(所以,它们是“正确”的顺序)。 您似乎正在尝试更新某些值,以便在关卡重新启动时拥有它们。 但是我在您的代码中看不到DontDestroyOnLoad ,因此值的保留是无用的。
希望这可以帮助!
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