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子弹摧毁 2 个游戏对象意图一个统一 2D

[英]Bullet destroy 2 game object intent one unity 2D

当我的子弹与一个球碰撞时,如果附近或同一位置有 2 个球,所有物体都会同时被摧毁。 我在我的脚本中设置当子弹与其他玩家碰撞时它会被摧毁。

如果

 if(other.gameObject.tag == "yerrow")
    { 
        if (ballType >= 0 && ballType < 4)
        {

            clone1 = (GameObject)Instantiate(_ball, gameObject.transform.position, Quaternion.identity);
            clone1.gameObject.GetComponent<Balloon_Behave>().ballMove = -4;
            clone1.gameObject.GetComponent<Balloon_Behave>().transform.position = new Vector2(transform.position.x - Random.Range(0, 0.5f), transform.position.y - Random.Range(0,1));

            clone2 = Instantiate(_ball, gameObject.transform.position, Quaternion.identity);

            Destroy(this.gameObject);
        }
        else if (ballType == 4)
        {
            Destroy(this.gameObject);
        }
        Debug.Log("Yerrow COLl");
    }

Yerrow 脚本摧毁他自己

  private void OnTriggerEnter2D(Collider2D other)
      {  
         if (other.gameObject.tag != "Player")
          {
             Destroy(this.gameObject);
             player.CanFire = true;
          }
      }

编辑注意:每个球与 bulled 碰撞都是破坏意图之一。 我想用一颗子弹摧毁一个物体

您可以结合这两个功能,并使用 active 标志来检查项目符号状态。

//Check if the bullet is active, then destroy the ball.
if(other.gameObject.tag == "yerrow" && other.gameObject.activeSelf)
{ 
    if (ballType >= 0 && ballType < 4)
    {
        ...
        Destroy(this.gameObject);
    }
    else if (ballType == 4)
    {
        Destroy(this.gameObject);
    }

    //Destroy and deactive the bullet here
    Destroy(other.gameObject);
    other.gameObject.SetActive(false);
}

在球上,在OnCollisionEnter2D内部

if(collision.collider.tag=="BulletTag")
{
     Destroy(collision.collider.gameObject);
     Destroy(gameObject);
}

仅将其应用到上。

设置 bool 以检查球子弹是否击中球,如果子弹与球碰撞则设为 false。

 public Player _player

 void start(){
 _powerUP = GameObject.Find("player").GetComponent<Player>();
 }

 if(other.gameObject.tag == "yerrow" && _player.canBe == true)
    {
        _player.canBe = false; // False just after hit
        if (ballType >= 0 && ballType < 4)
        {
            clone1 = (GameObject) Instantiate(_ball, gameObject.transform.position, Quaternion.identity);
            clone1.gameObject.GetComponent<Balloon_Behave>().ballMove = -4;
            clone1.gameObject.GetComponent<Balloon_Behave>().transform.position = new Vector2(transform.position.x - Random.Range(0, 1f), transform.position.y - Random.Range(0,1));
             Instantiate(_ball, gameObject.transform.position, Quaternion.identity);
            Destroy(this.gameObject);
        }
        else if(ballType == 4)
        {
            Destroy(this.gameObject);
        }  
    }

不要在 Bullet On 触发器中设置此值,在调用 Instantiate Clone 时将其设置为 true,然后它应该可以找到。

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