2017-08-30 91 views
0

我正在爲我的2D平臺遊戲做老闆,當大老闆死後,我遇到了一個實例化小老闆的問題。所以我有一個名爲BossHealthManager的腳本,當boss的生命值達到< = 0時,它會實例化兩個更小的boss。但是,當殺死大老闆並將兩個小老闆實例化時,他們一直在場晃動,從不動彈。所有的老闆都附有一個運動腳本。所以我很困惑,爲什麼兩個小老闆不會動。Unity2D,實例化對象不斷晃動

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(); 
} 

}

這是我運動腳本我的老闆:

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); 
    } 
} 
} 

Big Boss

Smaller Bosses

感謝您的幫助!

+0

的插值方法,請發表您的腳本老闆 – ryeMoss

+0

@ryemoss更新的運動! – Daaenerys

+1

哦,我發現了問題!我沒有取消選中是Kinematic選項 – Daaenerys

回答

0

用戶最終通過取消選中預製件剛體上的Kinematic選項來解決他的問題。

引述評論:

哦,我發現了這個問題!我沒有取消選中的是運動的選擇

0

對我來說有什麼解決的問題是選擇對剛體