我是编码和Unity的新手
屏幕上显示健康栏,但是我不确定如何将健康栏的“健康”脚本链接到播放器脚本和播放器的健康脚本。简而言之,我想做到这一点,所以当我的球员被击中时,我的健康吧会很伤心
我的健康栏脚本
using UnityEngine;
using System.Collections;
public class Health : MonoBehaviour {
public int startHealth;
public int healthPerHeart;
private int maxHealth;
private int currentHealth;
public Texture[] heartImages;
public GUITexture heartGUI;
private ArrayList hearts = new ArrayList();
// Spacing:
public float maxHeartsOnRow;
private float spacingX;
private float spacingY;
void Start () {
spacingX = heartGUI.pixelInset.width;
spacingY = -heartGUI.pixelInset.height;
AddHearts(startHealth/healthPerHeart);
}
public void AddHearts(int n) {
for (int i = 0; i <n; i ++) {
Transform newHeart = ((GameObject)Instantiate(heartGUI.gameObject,this.transform.position,Quaternion.identity)).transform; // Creates a new heart
newHeart.parent = transform;
int y = (int)(Mathf.FloorToInt(hearts.Count / maxHeartsOnRow));
int x = (int)(hearts.Count - y * maxHeartsOnRow);
newHeart.GetComponent<GUITexture>().pixelInset = new Rect(x * spacingX,y * spacingY,58,58);
newHeart.GetComponent<GUITexture>().texture = heartImages[0];
hearts.Add(newHeart);
}
maxHealth += n * healthPerHeart;
currentHealth = maxHealth;
UpdateHearts();
}
public void modifyHealth(int amount) {
currentHealth += amount;
currentHealth = Mathf.Clamp(currentHealth,0,maxHealth);
UpdateHearts();
}
void UpdateHearts() {
bool restAreEmpty = false;
int i =0;
foreach (Transform heart in hearts) {
if (restAreEmpty) {
heart.guiTexture.texture = heartImages[0]; // heart is empty
}
else {
i += 1; // current iteration
if (currentHealth >= i * healthPerHeart) {
heart.guiTexture.texture = heartImages[heartImages.Length-1]; // health of current heart is full
}
else {
int currentHeartHealth = (int)(healthPerHeart - (healthPerHeart * i - currentHealth));
int healthPerImage = healthPerHeart / heartImages.Length; // how much health is there per image
int imageIndex = currentHeartHealth / healthPerImage;
if (imageIndex == 0 && currentHeartHealth > 0) {
imageIndex = 1;
}
heart.guiTexture.texture = heartImages[imageIndex];
restAreEmpty = true;
}
}
}
}
}
我的播放器脚本
/// <summary>
/// Player controller and behavior
/// </summary>
public class PlayerScript : MonoBehaviour
{
public Health health;
/// <summary>
/// 1 - The speed of the ship
/// </summary>
public Vector2 speed = new Vector2(50, 50);
// 2 - Store the movement
private Vector2 movement;
void OnCollisionEnter2D(Collision2D collision)
{
bool damagePlayer = false;
// Collision with enemy
EnemyScript enemy = collision.gameObject.GetComponent<EnemyScript>();
if (enemy != null)
{
// Kill the enemy
HealthScript enemyHealth = enemy.GetComponent<HealthScript>();
if (enemyHealth != null) enemyHealth.Damage(enemyHealth.hp);
damagePlayer = true;
}
// Damage the player
if (damagePlayer)
{
HealthScript playerHealth = this.GetComponent<HealthScript>();
if (playerHealth != null) playerHealth.Damage(1);
}
}
void Update()
{
// 3 - Retrieve axis information
float inputX = Input.GetAxis("Horizontal");
float inputY = Input.GetAxis("Vertical");
// 4 - Movement per direction
movement = new Vector2(
speed.x * inputX,
speed.y * inputY);
// 5 - Shooting
bool shoot = Input.GetButtonDown("Fire1");
shoot |= Input.GetButtonDown("Fire2");
// Careful: For Mac users, ctrl + arrow is a bad idea
if (shoot)
{
WeaponScript weapon = GetComponent<WeaponScript>();
if (weapon != null)
{
// false because the player is not an enemy
weapon.Attack(false);
}
}
// 6 - Make sure we are not outside the camera bounds
var dist = (transform.position - Camera.main.transform.position).z;
var leftBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 0, dist)
).x;
var rightBorder = Camera.main.ViewportToWorldPoint(
new Vector3(1, 0, dist)
).x;
var topBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 0, dist)
).y;
var bottomBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 1, dist)
).y;
transform.position = new Vector3(
Mathf.Clamp(transform.position.x, leftBorder, rightBorder),
Mathf.Clamp(transform.position.y, topBorder, bottomBorder),
transform.position.z
);
}
void FixedUpdate()
{
// 5 - Move the game object
rigidbody2D.velocity = movement;
}
void OnDestroy()
{
Application.LoadLevel("gameOver");
}
}
和我球员的健康脚本
using UnityEngine;
/// <summary>
/// Handle hitpoints and damages
/// </summary>
public class HealthScript : MonoBehaviour
{
/// <summary>
/// Total hitpoints
/// </summary>
public int hp = 1;
/// <summary>
/// Enemy or player?
/// </summary>
public bool isEnemy = true;
/// <summary>
/// Inflicts damage and check if the object should be destroyed
/// </summary>
/// <param name="damageCount"></param>
public void Damage(int damageCount)
{
hp -= damageCount;
if (hp <= 0)
{
// 'Splosion!
SpecialEffectsHelper.Instance.Explosion(transform.position);
// Dead!
Destroy(gameObject);
}
}
void OnTriggerEnter2D(Collider2D otherCollider)
{
// Is this a shot?
ShotScript shot = otherCollider.gameObject.GetComponent<ShotScript>();
if (shot != null)
{
// Avoid friendly fire
if (shot.isEnemyShot != isEnemy)
{
Damage(shot.damage);
// Destroy the shot
Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script
}
}
}
}
最佳答案
在您的PlayerScript
中,使用以下代码检索HealthScript
:
HealthScript playerHealth = this.GetComponent<HealthScript>();
如果要在运行状况脚本上调用方法,则可以执行类似的操作。
Health healthBar = this.GetComponent<Health>();
healthBar.modifyHealth(amountOfDamage);
假定所有3个脚本都在同一个Game对象上。
关于c# - Unity 2D健康栏,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/23207298/