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我正在構建一個使用團結的生存射擊遊戲資產的多人遊戲,玩家使用網絡管理員在場景中產生並具有標籤玩家。敵人由敵人管理器產生和管理,搜索玩家標籤和使敵人瞄準玩家,但敵人只攻擊第一代產生的玩家,而不會攻擊之後產生的玩家。如何讓所有玩家受到敵人的攻擊?
EnemyManager腳本
public class EnemyManager : MonoBehaviour
{
PlayerHealth playerHealth; // Reference to the player's heatlh.
public GameObject enemy; // The enemy prefab to be spawned.
public float spawnTime = 3f; // How long between each spawn.
public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from.
void Start()
{
// Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time.
playerHealth = GameObject.FindWithTag("Player").GetComponent<PlayerHealth>();
InvokeRepeating ("Spawn", spawnTime, spawnTime);
}
void Spawn()
{
// If the player has no health left...
if(playerHealth.currentHealth <= 0f)
{
// ... exit the function.
return;
}
// Find a random index between zero and one less than the number of spawn points.
int spawnPointIndex = Random.Range (0, spawnPoints.Length);
// Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation.
Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
}
}
敵人的攻擊腳本
public class EnemyAttack : MonoBehaviour
{
public float timeBetweenAttacks = 0.5f; // The time in seconds between each attack.
public int attackDamage = 10; // The amount of health taken away per attack.
Animator anim; // Reference to the animator component.
GameObject player; // Reference to the player GameObject.
PlayerHealth playerHealth; // Reference to the player's health.
EnemyHealth enemyHealth; // Reference to this enemy's health.
bool playerInRange; // Whether player is within the trigger collider and can be attacked.
float timer; // Timer for counting up to the next attack.
void Awake()
{
// Setting up the references.
player = GameObject.FindGameObjectWithTag ("Player");
playerHealth = player.GetComponent <PlayerHealth>();
enemyHealth = GetComponent<EnemyHealth>();
anim = GetComponent <Animator>();
}
void OnTriggerEnter (Collider other)
{
// If the entering collider is the player...
if(other.gameObject == player)
{
// ... the player is in range.
playerInRange = true;
}
}
void OnTriggerExit (Collider other)
{
// If the exiting collider is the player...
if(other.gameObject == player)
{
// ... the player is no longer in range.
playerInRange = false;
}
}
void Update()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;
// If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)
{
// ... attack.
Attack();
}
// If the player has zero or less health...
if(playerHealth.currentHealth <= 0)
{
// ... tell the animator the player is dead.
anim.SetTrigger ("PlayerDead");
}
}
void Attack()
{
// Reset the timer.
timer = 0f;
// If the player has health to lose...
if(playerHealth.currentHealth > 0)
{
// ... damage the player.
playerHealth.TakeDamage (attackDamage);
}
}
}
敵人移動
public class EnemyMovement : MonoBehaviour
{
Transform player; // Reference to the player's position.
PlayerHealth playerHealth; // Reference to the player's health.
EnemyHealth enemyHealth; // Reference to this enemy's health.
NavMeshAgent nav;
void Awake()
{
// Set up the references.
player = GameObject.FindGameObjectWithTag ("Player").transform;
playerHealth = player.GetComponent<PlayerHealth>();
enemyHealth = GetComponent <EnemyHealth>();
nav = GetComponent <NavMeshAgent>();
}
void Update()
{
// If the enemy and the player have health left...
if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
{
// ... set the destination of the nav mesh agent to the player.
nav.SetDestination (player.position);
}
// Otherwise...
else
{
// ... disable the nav mesh agent.
nav.enabled = false;
}
}
}
本地播放器的安裝腳本
public class LocalPlayerSetup : NetworkBehaviour {
void Start()
{
GameObject.FindGameObjectWithTag ("EnemyManager").SetActiveRecursively (true);
if (isLocalPlayer) {
GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<CameraFollow>().enabled = true;
GetComponent<PlayerMovement>().enabled = true;
GetComponentInChildren<PlayerShooting>().enabled = true;
}
}
}
您的代碼片段不會顯示腳本,顯示敵人如何決定要攻擊哪個玩家。但是,一般來說,敵人需要檢查所有玩家並決定攻擊哪一個,最常見的是選擇哪一個最接近。 – Abion47
沒有敵人只是攻擊玩家第一次spawned.please檢查現在添加了敵人的攻擊和移動腳本 –
目標是通過調用'GameObject.FindGameObjectWithTag'設置的,它只返回一個對象。你可以使用'GameObject.FindGameObjectsWithTag'獲得所有玩家,然後你可以遍歷它們來找到最接近的玩家。 (這假設所有的玩家實體都有''玩家''標籤。) – Abion47