我是Unity新手,用2D制作了一个小小的太空射击游戏。
当玩家用螺栓射击敌人时,敌方物体会被摧毁,玩家获得1分。
当玩家收集到一个能量时,他可以在同一时间发射2个螺栓。如果这2个螺栓击中了敌人,玩家将获得2点而不是1点。敌人的脚本 "DestroyByContact "中的OnTriggerEnter方法被调用了两次。
如果游戏对象被破坏了,我怎样才能忽略OnTriggerEnter方法呢?也许有人能帮助我。
我在下面添加了OnTriggerEnter方法的代码。
private void OnTriggerEnter(Collider other)
{
switch (gameObject.tag)
{
case "Player":
{
if (other.CompareTag("Asteroid"))
{
if (playerController.HasShield())
{
Destroy(other.gameObject); // Asteroid
Instantiate(asteroidExplosion, other.transform.position, other.transform.rotation);
playerController.RemoveShield();
}
else
{
Destroy(other.gameObject); // Asteroid
Destroy(gameObject); // Player
Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
gameController.GameOver();
}
}
if (other.CompareTag("Enemy"))
{
if (playerController.HasShield())
{
Destroy(other.gameObject); // Enemy
Instantiate(enemyExplosion, other.transform.position, other.transform.rotation);
playerController.RemoveShield();
}
else
{
Destroy(other.gameObject); // Enemy
Destroy(gameObject); // Player
Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
gameController.GameOver();
}
}
if (other.CompareTag("BoltEnemy"))
{
if (playerController.HasShield())
{
Destroy(other.gameObject); // BoltEnemy
playerController.RemoveShield();
}
else
{
Destroy(other.gameObject); // BoltEnemy
Destroy(gameObject); // Player
Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
gameController.GameOver();
}
}
if (other.CompareTag("Boss"))
{
// if player ship hits the boss, player gets destroyed, no matter if he has a shield left or not
if (playerController.HasShield())
{
playerController.RemoveShield();
}
Destroy(gameObject); // Player
Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
gameController.GameOver();
}
if (other.CompareTag("PowerUpBolt"))
{
Destroy(other.gameObject); // PowerUpBolt
audioPowerUp.Play();
playerController.IncreaseShotSpawns();
}
if (other.CompareTag("PowerUpHealth"))
{
Destroy(other.gameObject); // PowerUpHealth
audioPowerUp.Play();
if (!playerController.HasShield())
{
playerController.AddShield();
}
}
}
break;
case "Asteroid":
{
if (other.CompareTag("BoltPlayer"))
{
Destroy(other.gameObject); // BoltPlayer
Destroy(gameObject); // Asteroid
Instantiate(asteroidExplosion, other.transform.position, other.transform.rotation);
gameController.AddScore(scoreValueAsteroid);
}
}
break;
case "Enemy":
{
if (other.CompareTag("BoltPlayer"))
{
Destroy(other.gameObject); // BoltPlayer
Destroy(gameObject); // Enemy
Instantiate(enemyExplosion, other.transform.position, other.transform.rotation);
gameController.AddScore(scoreValueEnemy);
gameController.SpawnPowerUp(other.transform);
}
}
break;
case "Boss":
{
if (other.CompareTag("BoltPlayer"))
{
Destroy(other.gameObject); // BoltPlayer
bossController.GotHit();
if (bossController.IsDefeated())
{
Destroy(gameObject); // Boss
Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
gameController.Success();
}
}
}
break;
}
}
呼叫后 Destroy
Unity标记给定对象进行销毁,但直到下一帧才会销毁。为了避免两次调用你的方法,只需添加 bool
变量到你的敌人类,并在 OnTriggerEnter
它可能是这样的
bool isDestroyed = false;
void OnTriggerEnter(Collider other)
{
if (isDestroyed) return;
else
{
isDestroyed = true;
Destoy(gameObject);
// whatever else should happen
}
}
如其他答案中提到的。Destroy()
将会在当前帧结束时销毁一个对象,因此由于你的脚本在同一帧中被调用了两次,你将获得两分。幸运的是Unity有一个功能可以避免这种情况,如果你在 OnDestroy()
那么保证只发生一次。
void OnDestroy(){
player.IncrementScore();
}