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我的Unity角色正确发射子弹需要什么代码?

[英]What code do I need for my Unity character to shoot the bullet correctly?

我不是编程新手,但是我是C#新手。 我在Python,Java和HTML方面经验丰富。 我的游戏是2D,我有一个游戏,我的角色目前必须触摸敌人才能杀死它。 现在,我添加了用于发射子弹杀死敌人的代码。 我也希望如果按下空格键来发射子弹。 角色应该朝任一方向射击。 我从我的教授给我的示例中获取了代码,该示例最初是Javascript,然后将其转换为C#。 Unity不再支持Javascript。 他提供给我的示例代码基本上是一枚火箭,它发射了与我单击(单击鼠标会发射子弹)以消除敌人的尽可能多的子弹,但是该示例中的火箭没有移动。 在我的游戏中,角色移动,因此子弹必须获得角色的位置。 获取角色位置和正确发射子弹的正确代码是什么?

我用当前代码测试了游戏。 子弹无处不在(从我的背景墙纸的底部[底部中间的斑点]到墙纸的下方)。 甚至不是从角色中来的。此外,我还将Hit类脚本添加到Unity中的Bullet类别中。

完整的相机控制器(这里完全没有问题)

using UnityEngine;
using System.Collections;

public class CompleteCameraController : MonoBehaviour {

    public GameObject player;       //Public variable to store a reference to the player game object


    private Vector3 offset;         //Private variable to store the offset distance between the player and camera

    // Use this for initialization
    void Start () 
    {
        //Calculate and store the offset value by getting the distance between the player's position and camera's position.
        offset = transform.position - player.transform.position;
    }

    // LateUpdate is called after Update each frame
    void LateUpdate () 
    {
        // Set the position of the camera's transform to be the same as the player's, but offset by the calculated offset distance.
        transform.position = player.transform.position + offset;
    }
}

完整的玩家控制类(如果您阅读了代码中“ BULLET CODE”的注释,这就是我在游戏中为子弹放置的新代码。

using UnityEngine;
using System.Collections;

//Adding this allows us to access members of the UI namespace including Text.
using UnityEngine.UI;

public class CompletePlayerController : MonoBehaviour
{

    public float speed;             //Floating point variable to store the player's movement speed.
    public Text countText;          //Store a reference to the UI Text component which will display the number of pickups collected.
    public Text winText;            //Store a reference to the UI Text component which will display the 'You win' message.

    private Rigidbody2D rb2d;       //Store a reference to the Rigidbody2D component required to use 2D Physics.
    private int count;              //Integer to store the number of pickups collected so far.
    Rigidbody2D bullet;
    float speed2 = 30f; //BULLET CODE



    // Use this for initialization
    void Start()
    {
        //Get and store a reference to the Rigidbody2D component so that we can access it.
        rb2d = GetComponent<Rigidbody2D> ();

        //Initialize count to zero.
        count = 0;

        //Initialze winText to a blank string since we haven't won yet at beginning.
        winText.text = "";

        //Call our SetCountText function which will update the text with the current value for count.
        SetCountText ();
    }

    //FixedUpdate is called at a fixed interval and is independent of frame rate. Put physics code here.
    void FixedUpdate()
    {
        //Store the current horizontal input in the float moveHorizontal.
        float moveHorizontal = Input.GetAxis ("Horizontal");

        //Store the current vertical input in the float moveVertical.
        float moveVertical = Input.GetAxis ("Vertical");

        Rigidbody2D bulletInstance; //BULLET CODE

        //Use the two store floats to create a new Vector2 variable movement.
        Vector2 movement = new Vector2 (moveHorizontal, moveVertical);

        //Call the AddForce function of our Rigidbody2D rb2d supplying movement multiplied by speed to move our player.
         rb2d.AddForce (movement * speed);

         if(Input.GetKeyDown(KeyCode.Space)&& Hit.hit == false) //BULLET CODE IN HERE
        {
            // ... instantiate the bullet facing right and set it's velocity to the right. 
            bulletInstance = Instantiate(bullet, transform.position, Quaternion.Euler(new Vector3(0,0,0)));
            bulletInstance.velocity = new Vector2(speed2, 0);
            bulletInstance.name = "Bullet";
        }







    }




    //OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
    void OnTriggerEnter2D(Collider2D other) 
    {
        //Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
        if (other.gameObject.CompareTag ("PickUp")) 
        {
            //... then set the other object we just collided with to inactive.
            other.gameObject.SetActive(false);

            transform.localScale += new Vector3(0.1f, 0.1f, 0);

            //Add one to the current value of our count variable.
            count = count + 1;

            //Update the currently displayed count by calling the SetCountText function.
            SetCountText ();
        }


    }

    //This function updates the text displaying the number of objects we've collected and displays our victory message if we've collected all of them.
    void SetCountText()
    {
        //Set the text property of our our countText object to "Count: " followed by the number stored in our count variable.
        countText.text = "Count: " + count.ToString ();

        //Check if we've collected all 12 pickups. If we have...
        if (count >= 12)
            //... then set the text property of our winText object to "You win!"
            winText.text = "You win!";
    }
}

命中代码。 此类中的所有代码都是为子弹编写的。

using UnityEngine;
using System.Collections;

public class Hit : MonoBehaviour 
{


    GameObject[] gameObjects;
    public static bool hit = false;

    void  Removal ()
    {

    gameObjects =  GameObject.FindGameObjectsWithTag("Bullet");

    for(var i= 0 ; i < gameObjects.Length ; i ++)
        Destroy(gameObjects[i]);
    }

    void  OnCollisionEnter2D ( Collision2D other  )
    {
        if(other.gameObject.name=="Bullet")
        {
            Removal();
            Destroy(gameObject);
            hit = true;

        }
    }
}

我看到您编写的代码有几个问题。 正如@Kyle Delaney所建议的那样,我也强烈建议您访问Unity Learn网站,并在通读之前阅读一些教程。 我在下面重点介绍了一些可以帮助您解决问题的问题,但是您可以从一开始就更改方法来避免很多此类问题,从而真正受益。 见下文。

在相机控制器类中,为什么不公开偏移量,以便您可以在检查器中自行设置>

在Player控制器类中:

改变:

if (Input.GetKeyDown(KeyCode.Space)) //Shoot bullet
{
    // ... instantiate the bullet facing right and set it's velocity to the right. 
    Rigidbody2D bulletRB = Instantiate(bullet, transform.position, transform.rotation);
    bulletRB.AddForce(new Vector2(speed2,0), ForceMode2D.Impulse);
}

单击后,将实例化子弹预制件并设置其变换以复制播放器的位置和旋转。 然后,它向右侧添加了一个力。 您应该避免使用刚体手动设置速度,否则可能会导致不必要的行为。 请改用Addforce / addTorque方法。 ForceMode表示忽略其质量并设置其速度。

然后删除Hit类,并用此Bullet类替换,将其拖动到bullet预制件上。 您的播放器不应该负责检查子弹命中。 那是子弹的工作。 玩家只是发射子弹,然后子弹做子弹。 这只是检查子弹是否击中了任何东西,如果是的话,它将把它摧毁。 如果需要,可以使此操作更加复杂。 我建议使用图层来确定项目符号检查与哪些图层碰撞。 您可能不希望子弹破坏您的地形。 而且您绝对不希望子弹摧毁玩家本身!

public class Bullet : MonoBehaviour
{

    private void OnCollisionEnter2D(Collision2D collision)
    {
        Destroy(collision.gameObject);
        Destroy(this.gameObject);
    }

}

同样,您不需要设置项目符号的名称,因为您的预制项目符号应该已经被命名为“ bullet”。

我希望这可以帮助您朝正确的方向开始。 但是根据您的代码,我强烈建议您在继续任何项目之前通读教程。 使他们变得团结一致的工作人员非常有帮助,教程开始时非常简单,但很快就会变得非常复杂,因此您实际上可以学到很多东西!

也许问题出在玩家的父转换上。 您可以尝试执行以下操作,以确保子弹具有正确的父项:

bulletInstance = Instantiate(bullet);
bulletInstance.transform.parent = transform.parent;
bulletInstance.transform.position = transform.position;
bulletInstance.velocity = new Vector2(speed2, 0);
bulletInstance.name = "Bullet";

如果这不起作用,则值得检查玩家的Rect变换以查看锚点和枢轴的位置。 也许玩家的实际“位置”坐标不在您认为的位置。

您完成了Space Shooter教程吗? 它有一段关于发射子弹的内容

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