我正在尝试将Unity Survival Shooter游戏部署到android设备。除了我向敌人射击时,游戏运行正常,它不会受到任何伤害并且不会死亡。
这是我的PlayerShooting脚本。
using UnityEngine;
using System.Threading;
using UnityStandardAssets.CrossPlatformInput;
namespace CompleteProject
{
public class PlayerShooting : MonoBehaviour
{
public int damagePerShot = 20; // The damage inflicted by each bullet.
public float timeBetweenBullets = 0.15f; // The time between each shot.
public float range = 100f; // The distance the gun can fire.
float timer; // A timer to determine when to fire.
Ray shootRay; // A ray from the gun end forwards.
RaycastHit shootHit; // A raycast hit to get information about what was hit.
int shootableMask; // A layer mask so the raycast only hits things on the shootable layer.
ParticleSystem gunParticles; // Reference to the particle system.
LineRenderer gunLine; // Reference to the line renderer.
AudioSource gunAudio; // Reference to the audio source.
Light gunLight; // Reference to the light component.
public Light faceLight; // Duh
float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for.
public float timertime = 0.0f;
void Awake ()
{
// Create a layer mask for the Shootable layer.
shootableMask = LayerMask.GetMask ("Shootable");
// Set up the references.
gunParticles = GetComponent<ParticleSystem> ();
gunLine = GetComponent <LineRenderer> ();
gunAudio = GetComponent<AudioSource> ();
gunLight = GetComponent<Light> ();
//faceLight = GetComponentInChildren<Light> ();
}
void Update ()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;
#if !MOBILE_INPUT
// If the Fire1 button is being press and it's time to fire...
if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0)
{
// ... shoot the gun.
Shoot ();
}
#else
// If there is input on the shoot direction stick and it's time to fire.
bool check = CrossPlatformInputManager.GetButtonDown("JumpButton");
check = true;
//Debug.Log(check);
if(check == true)
// if ((CrossPlatformInputManager.GetAxisRaw("Move X") != 0 || CrossPlatformInputManager.GetAxisRaw("Move Y") != 0) && timer >= timeBetweenBullets)
{
// ... shoot the gun
//System.Threading.Thread.Sleep(2000);
timertime -= Time.deltaTime;
if(timertime < 0.0f)
{
Shoot();
timertime = 0.175f;
}
}
#endif
// If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for...
if(timer >= timeBetweenBullets * effectsDisplayTime)
{
// ... disable the effects.
DisableEffects ();
}
}
public void DisableEffects ()
{
// Disable the line renderer and the light.
gunLine.enabled = false;
faceLight.enabled = false;
gunLight.enabled = false;
}
public void Shoot ()
{
// Reset the timer.
Debug.Log("Inside Shoot");
timer = 0f;
// Play the gun shot audioclip.
gunAudio.Play ();
// Enable the lights.
gunLight.enabled = true;
faceLight.enabled = true;
// Stop the particles from playing if they were, then start the particles.
gunParticles.Stop ();
gunParticles.Play ();
// Enable the line renderer and set it's first position to be the end of the gun.
gunLine.enabled = true;
gunLine.SetPosition (0, transform.position);
// Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
shootRay.origin = transform.position;
shootRay.direction = transform.forward;
// Perform the raycast against gameobjects on the shootable layer and if it hits something...
Debug.Log("Going inside Physics Raycast");
if(Physics.Raycast (shootRay, out shootHit, range, shootableMask))
{
// Try and find an EnemyHealth script on the gameobject hit.
Debug.Log("Inside Physics Raycast");
EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> ();
Debug.Log (enemyHealth);
Debug.Log ("Checking if enemyHealth is not null");
// If the EnemyHealth component exist...
if(enemyHealth != null)
{
// ... the enemy should take damage.
Debug.Log("Inside enemyHealth != null if condition");
enemyHealth.TakeDamage (damagePerShot, shootHit.point);
}
// Set the second position of the line renderer to the point the raycast hit.
gunLine.SetPosition (1, shootHit.point);
}
// If the raycast didn't hit anything on the shootable layer...
else
{
// ... set the second position of the line renderer to the fullest extent of the gun's range.
gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range);
}
}
}
}
这是我的EnemyHealth脚本。
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace CompleteProject
{
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.
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.
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> ();
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");
// 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);
}
}
}
我把日志放到了所有地方,发现即使我用子弹击中了敌人,PlayerShooting脚本中的敌人健康对象也始终返回Null。
需要知道为什么它总是返回Null以及当我击中敌人时如何使它返回Null。
最佳答案
您已经在使用Layer来确保射线投射仅击中了ShootableMask层(即“ Shootable”层)上的GameObjects,从而消除了层发行问题。
剩下的唯一可能的问题是EnemyHealth
脚本未附加到GameObject或某些GameObjects。
遍历所有GameObjects和预制件,在“ Shootable”层上选择每个,然后确保将EnemyHealth
脚本附加到它们上。如果GetComponent <EnemyHealth>()
脚本已附加到每个脚本,则null
绝不能为EnemyHealth
。