[英]Unity2D, instantiated objects keep shaking
我正在为2D平台游戏做一个老板,当大老板死后,我在实例化较小的老板时遇到了一个问题。 因此,我有一个名为BossHealthManager的脚本,在其中,当老板健康度达到<= 0时,它将实例化2个较小的老板。 但是,杀死大老板并实例化2个小老板时,他们一直在当场发抖,从不动弹。 所有的老板都附有一个动作脚本。 因此,我对为什么两个较小的老板不动会感到困惑。
public class BossHealthManager : MonoBehaviour {
public int enemyHealth;
public GameObject deathEffect;
public int pointsOnDeath;
public GameObject bossPrefab;
public float minSize;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (enemyHealth <= 0)
{
Instantiate(deathEffect, transform.position, transform.rotation);
ScoreManager.AddPoints(pointsOnDeath);
if(transform.localScale.y > minSize)
{
GameObject clone1 = Instantiate(bossPrefab, new Vector3(transform.position.x + 0.5f, transform.position.y, transform.position.z), transform.rotation) as GameObject;
GameObject clone2 = Instantiate(bossPrefab, new Vector3(transform.position.x - 0.5f, transform.position.y, transform.position.z), transform.rotation) as GameObject;
clone1.transform.localScale = new Vector3(transform.localScale.y * 0.5f, transform.localScale.y * 0.5f, transform.localScale.z);
clone1.GetComponent<BossHealthManager>().enemyHealth = 10;
clone2.transform.localScale = new Vector3(transform.localScale.y * 0.5f, transform.localScale.y * 0.5f, transform.localScale.z);
clone2 .GetComponent<BossHealthManager>().enemyHealth = 10;
}
Destroy(gameObject);
}
}
public void giveDamage(int damageToGive)
{
enemyHealth -= damageToGive;
// play whatever audio attached to the gameobject
GetComponent<AudioSource>().Play();
}
}
这是我给老板们的运动脚本:
public class BossPatrol : MonoBehaviour {
public float moveSpeed;
public bool moveRight;
// wall check
public Transform wallCheck;
public float wallCheckRadius;
public LayerMask whatIsWall;
private bool hittingWall;
// edge check
private bool notAtEdge;
public Transform edgeCheck;
private float ySize;
void Start()
{
ySize = transform.localScale.y;
}
void Update()
{
hittingWall = Physics2D.OverlapCircle(wallCheck.position, wallCheckRadius, whatIsWall);
notAtEdge = Physics2D.OverlapCircle(edgeCheck.position, wallCheckRadius, whatIsWall);
if (hittingWall || !notAtEdge)
{
moveRight = !moveRight;
//Debug.Log("hit");
}
// moving right
if (moveRight == true)
{
transform.localScale = new Vector3(-ySize, transform.localScale.y, transform.localScale.z);
GetComponent<Rigidbody2D>().velocity = new Vector2(moveSpeed, GetComponent<Rigidbody2D>().velocity.y);
}
else if (moveRight == false)
{
transform.localScale = new Vector3(ySize, transform.localScale.y, transform.localScale.z);
GetComponent<Rigidbody2D>().velocity = new Vector2(-moveSpeed, GetComponent<Rigidbody2D>().velocity.y);
}
}
}
感谢帮助!
用户最终取消了预制件刚体上的Kinematic选项,从而解决了他的问题。
引用评论:
哦,我发现了问题! 我没有取消选中is Kinematic选项
对我来说,解决问题的方法是在Rigidbody上选择插值选项
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