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c# - 如何获得粒子系统之一?

转载 作者:太空宇宙 更新时间:2023-11-03 21:04:20 24 4
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我有一个敌人预制件(ZomBunny),它们是两个部分系统,分别在敌人被击中和敌人死亡时播放。我面临的问题是,我只能访问其中一个粒子使用下面代码时的 system(HitParticle)。

层次结构

enter image description here

敌人健康

public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100; // The amount of health the enemy starts the game with.
public int currentHealth; // The current health the enemy has.
public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead.
public int scoreValue = 10; // The amount added to the player's score when the enemy dies.
public AudioClip deathClip; // The sound to play when the enemy dies.
public GameObject text;

Animator anim; // Reference to the animator.
AudioSource enemyAudio; // Reference to the audio source.
ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged.
ParticleSystem deathParticles;
CapsuleCollider capsuleCollider; // Reference to the capsule collider.
bool isDead; // Whether the enemy is dead.
bool isSinking; // Whether the enemy has started sinking through the floor.

void Awake ()
{
// Setting up the references.
anim = GetComponent <Animator> ();
enemyAudio = GetComponent <AudioSource> ();
hitParticles = GetComponentInChildren <ParticleSystem> ();
deathParticles = GetComponentInChildren <ParticleSystem> ();
capsuleCollider = GetComponent <CapsuleCollider> ();

// Setting the current health when the enemy first spawns.
currentHealth = startingHealth;
}

void Update ()
{
// If the enemy should be sinking...
if(isSinking)
{
// ... move the enemy down by the sinkSpeed per second.
transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
}
}

public void TakeDamage (int amount, Vector3 hitPoint)
{
// If the enemy is dead...
if(isDead)
// ... no need to take damage so exit the function.
return;

// Play the hurt sound effect.
enemyAudio.Play ();

// Reduce the current health by the amount of damage sustained.
currentHealth -= amount;

// Set the position of the particle system to where the hit was sustained.
hitParticles.transform.position = hitPoint;

// And play the particles.
hitParticles.Play();

// If the current health is less than or equal to zero...
if(currentHealth <= 0)
{
// ... the enemy is dead.
Death ();
}
}

void Death ()
{
// The enemy is dead.
isDead = true;

// Turn the collider into a trigger so shots can pass through it.
capsuleCollider.isTrigger = true;

// Tell the animator that the enemy is dead.
anim.SetTrigger ("Dead");

deathParticles.Play();
// Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
enemyAudio.clip = deathClip;
enemyAudio.Play ();
}

public void StartSinking ()
{

// Find and disable the Nav Mesh Agent.
GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;

// Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
GetComponent <Rigidbody> ().isKinematic = true;

// The enemy should no sink.
isSinking = true;

// Increase the score by the enemy's score value.
ScoreManager.score += scoreValue;

// After 2 seconds destory the enemy.
Destroy (gameObject, 2f);
}
}

最佳答案

当你这样做时:

hitParticles = GetComponentInChildren<ParticleSystem>();
deathParticles = GetComponentInChildren<ParticleSystem>();

Unity 将在子组件上获取第一个 ParticleSystem 组件。你需要一种方法来区分你想要哪个。有很多方法可以做到这一点。

如果 EnemyHealth 脚本附加到 ZomBunny 游戏对象:

方法一:

ZomBunny GameObject 下,hitParticles 是子级 0Zombunny 是 child 1deathParticles 是 child 2

应该是:

hitParticles = transform.GetChild(0).GetComponentInChildren<ParticleSystem>();
deathParticles = transform.GetChild(2).GetComponentInChildren<ParticleSystem>();

方法二:

找到两个游戏对象,然后从每个对象中获取组件:

hitParticles = GameObject.Find("HitParticles").GetComponent<ParticleSystem>();
deathParticles = GameObject.Find("DeathParticles").GetComponent<ParticleSystem>();

方法三:

使用 GetComponentsInChildren 返回数组而不是 GetComponentInChildren。顺序不可预测,因此我们还必须检查 GameObject 的名称以确保它是正确的 ParticleSystem

ParticleSystem[] ps = GetComponentsInChildren<ParticleSystem>();
for (int i = 0; i < ps.Length; i++)
{
if (ps[i].gameObject.name == "HitParticles")
{
hitParticles = ps[i];
}
else if (ps[i].gameObject.name == "DeathParticles")
{
deathParticles = ps[i];
}
}

您似乎是 Unity 的新手。最好了解您在这种情况下的多种选择。

关于c# - 如何获得粒子系统之一?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/42265669/

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