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UNity3D,在Unity3D中將值從一種類/方法返回到另一種類/方法

[英]UNity3D, return value from one class/method to another class/method in Unity3D

在Unity3D中,

我有一個武器腳本和一個耐力腳本。 我現在想做的是在武器擺動時消耗耐力。

我嘗試了我的代碼,並且已經使用了幾個小時。

我正在使用unity,因此它也給了我關於使用new的注釋,並且我應該使用Add.component等,因此我也很樂意回答該問題!

希望這篇文章在標題和信息/布局方面會更好一些,因為我非常疲倦且精力充沛。 我要休息片刻,然后再回來!

這是耐力系統

`

public class HandS : MonoBehaviour {

public int startingHealth = 100;
public int currentHealth;
public int healthReg;
Sword mySword;

bool isRegenHealth;

public float startingStam = 100;
public float currentStam;
public float stamReg;

bool isRegenStam;

void Awake()
{
    currentStam = startingStam;   
}

void Update()
{
    if (currentStam != startingStam && !isRegenStam)
    {
        StartCoroutine(RegainStamOverTime());
    }
}

private IEnumerator RegainStamOverTime()
{
    isRegenStam = true;
    while (currentStam < startingStam)
    {
        Stamregen();
        ReduceStamina(mySword.stamDrain);
        yield return new WaitForSeconds(1);
    }
    isRegenStam = false;
}

public void Stamregen()
{
    currentStam += stamReg;
}

public void ReduceStamina(float _stamDrain)
{
    currentStam -= _stamDrain;
}

}

`

這是Sword腳本

using UnityEngine;
using System.Collections;

public class Sword : MonoBehaviour {
static Animator anim;
public GameObject hitbox;
HandS hp = new HandS();
public int Sworddamage = 20;
public float sec = 0.5f;
public float maxStamina = 20;

public float  AttackCD;
public float delayBetweenAttacks = 1.5f;
public float stamDrain = 50;

public AudioSource WeaponSource;
public AudioClip WeaponSound;

void Start () {
    anim = GetComponentInParent<Animator>();
    WeaponSource = GetComponent<AudioSource>();
}

// Update is called once per frame
void Update () {
    attack();
    block();

}

public void attack()
{
        if (Input.GetButtonDown("Fire1") && Time.time > AttackCD)
    {
        AttackCD = Time.time + delayBetweenAttacks;
        anim.SetBool("IsAttacking", true);
        hitbox.SetActive(true);
        StartCoroutine(LateCall());
        WeaponSource.PlayOneShot(WeaponSound);
        Debug.Log("hit");
        hp.ReduceStamina(stamDrain);
    }
    else
    {
        anim.SetBool("IsAttacking", false);
    }  

}

public void block()
{
    if (Input.GetButtonDown("Fire2"))
    {
        anim.SetBool("IsBlocking", true);
    }
    else
    {
        anim.SetBool("IsBlocking", false);
    }
}

IEnumerator LateCall()
{
    yield return new WaitForSeconds(sec);
    hitbox.SetActive(false);
}

}

您可以創建getter / setter方法來設置/獲取類A的屬性。在類B中,您可以創建類A的實例並訪問該服裝。

示例類A:

public class Genre
{
    public string Name { get; set; }
}

B類的實例實例:

Genre genre = new Genre();
string name = genre.getName();

希望能幫助到你。

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