主頁 > 後端開發 > 如果不使用靜態變數來獲得健康,敵人就不會受到傷害

如果不使用靜態變數來獲得健康,敵人就不會受到傷害

2022-06-13 02:48:59 後端開發

所以我有一個問題,如果我沒有為他們的健康使用靜態變數,我的敵人就不會受到傷害。但是當使用靜態變數時,如果一個敵人死了,其他人也會死。對玩家造成傷害的敵人作業正常,所以我不知道是什么導致了問題。除錯日志說我擊中了敵人就好了,但是敵人的生命值并沒有減少。

這是我的代碼:

播放器

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;

public class PlayerController : MonoBehaviour
{
    //Input System
    private PlayerControlInput playerInput;
    private InputAction movement;
    public KnightController knight;
    public EnemyArcher archer;

    //Movement and Physics
    private Rigidbody rb;
    [SerializeField]
    private float moveForce = 1f;
    [SerializeField]
    private float maxSpeed = 5f;
    private Vector3 forceDirection = Vector3.zero;
    public Vector3 destination;

    //Animation and Camera
    [SerializeField]
    private Camera playerCam;
    private Animator animator;

    //Audio
    public GameObject playerWeapon;
    public AudioClip lightAttackSound;
    public AudioClip heavyAttackSound;
    public AudioClip spellSound;
    public AudioClip walkingSound;

    //Player stats
    public int playerHealth;
    public int lightAttackDamage = 5;
    public bool isLightAttacking = false;
    public int heavyAttackDamage = 7;
    public bool isHeavyAttacking = false;
    public GameObject spell;
    public Transform casterPostion;
    public int spellDamage = 20;
    public bool isSpellCasting = false;
    public bool isAttacking = false;
    public bool isPlayerBlocking = false;
    public bool canCastSpell;
    public bool canAttack;
    public bool canBlock;
    private float lightAttackCooldown = 1f;
    private float heavyAttackCooldown = 2f;
    private float parryCooldown = 2f;
    private float spellCooldown = 5f;
    public int totalEnemySlain;
    public bool isDead;

    private void Start()
    {
        knight.GetComponent<KnightController>();
        archer.GetComponent<EnemyArcher>();
        knight.enabled = true;
        archer.enabled = true;
        isDead = false;
        playerHealth = 250;
        totalEnemySlain = 0;
    }
    private void Awake()
    {
        rb = GetComponent<Rigidbody>();
        playerInput = new PlayerControlInput(); 
        animator = GetComponent<Animator>();
    }

    private void OnEnable()
    {
        movement = playerInput.Player.Movement;
        movement.Enable();

        playerInput.Player.Light_Attack.started  = LightAttack;
        playerInput.Player.Light_Attack.Enable();
        playerInput.Player.Heavy_Attack.started  = HeavyAttack;
        playerInput.Player.Heavy_Attack.Enable();
        playerInput.Player.Spell_Casting.performed  = spellCast;
        playerInput.Player.Spell_Casting.Enable();
        playerInput.Player.Block.started  = Blocking;
        playerInput.Player.Block.Enable();
    }

    private void OnDisable()
    {
        movement.Disable();
        playerInput.Player.Spell_Casting.Disable();
        playerInput.Player.Light_Attack.started -= LightAttack;
        playerInput.Player.Light_Attack.Disable();
        playerInput.Player.Heavy_Attack.started  = HeavyAttack;
        playerInput.Player.Heavy_Attack.Disable();
        playerInput.Player.Block.started -= Blocking;
        playerInput.Player.Block.Disable();
    }

    #region Action Control
    public void delayMove()
    {
        movement.Enable();
    }

    #region Blocking
    public void Blocking(InputAction.CallbackContext obj)
    {
        isBlocking();
    }

    public void isBlocking()
    {
        canBlock = false;
        isPlayerBlocking = true;
        movement.Disable();
        animator.SetTrigger("Blocking");
        Invoke("delayMove", 1f);
        StartCoroutine(resetParryCoolDown());
    }
    
    IEnumerator resetParryCoolDown()
    {
        StartCoroutine(resetIsParrying());
        yield return new WaitForSeconds(parryCooldown);
        canBlock = true;
    }

    IEnumerator resetIsParrying()
    {
        yield return new WaitForSeconds(heavyAttackCooldown);
        isPlayerBlocking = false;
    }
    #endregion

    #region Heavy Attack
    public void HeavyAttack(InputAction.CallbackContext obj)
    {
        if (canAttack)
        {
            heavyAttack();
        }
    }

    public void heavyAttack()
    {
        isAttacking = true;
        isHeavyAttacking = true;
        canAttack = false;
        movement.Disable();
        animator.SetTrigger("HeavyAttack");
        AudioSource heavyAudio = GetComponent<AudioSource>();
        heavyAudio.PlayOneShot(heavyAttackSound);
        Invoke("delayMove", heavyAttackCooldown);
        StartCoroutine(resetHeavyAttackCoolDown());
    }

    IEnumerator resetHeavyAttackCoolDown()
    {
        StartCoroutine(resetIsHeavyAttacking());
        yield return new WaitForSeconds(heavyAttackCooldown);
        canAttack = true;
    }

    IEnumerator resetIsHeavyAttacking()
    {
        yield return new WaitForSeconds(heavyAttackCooldown);
        isAttacking = false;
        isHeavyAttacking = false;
    }
    #endregion

    #region Light Attack
    public void LightAttack(InputAction.CallbackContext obj)
    {
        if (canAttack)
        {
            lightAttack();
        }
    }

    public void lightAttack() 
    {
        isAttacking = true;
        isLightAttacking = true;
        canAttack = false;
        movement.Disable();
        animator.SetTrigger("LightAttack");
        AudioSource lightAudio = GetComponent<AudioSource>();
        lightAudio.PlayOneShot(lightAttackSound);
        Invoke("delayMove", lightAttackCooldown);
        StartCoroutine(resetLightAttackCoolDown());
    }
    IEnumerator resetLightAttackCoolDown()
    {
        StartCoroutine(resetIsLightAttacking());
        yield return new WaitForSeconds(lightAttackCooldown);
        canAttack = true;
    }

    IEnumerator resetIsLightAttacking()
    {
        yield return new WaitForSeconds(lightAttackCooldown);
        isAttacking = false;
        isLightAttacking = false;
    }
    #endregion

    #region Spell
    public void spellCast(InputAction.CallbackContext obj)
    {
        if (canCastSpell)
        {
            spellIsCasted();
        }
    }

    public void spellIsCasted()
    {
        fireSpell();
        isSpellCasting = true;
        canCastSpell = false;
        movement.Disable();
        animator.SetTrigger("Casting");
        AudioSource spellAudio = GetComponent<AudioSource>();
        spellAudio.PlayOneShot(spellSound);
        Invoke("delayMove", 1f);
        StartCoroutine(resetSpellCoolDown());
    }


    IEnumerator resetSpellCoolDown()
    {
        StartCoroutine(resetisSpellCasting());
        yield return new WaitForSeconds(spellCooldown);
        canCastSpell = true;
    }

    IEnumerator resetisSpellCasting()
    {
        yield return new WaitForSeconds(1);
        isSpellCasting = false;
    }
    public void fireSpell()
    {
        Ray ray = new Ray(casterPostion.position, casterPostion.forward);
        RaycastHit hit;

        if(Physics.Raycast(ray, out hit))
        {
            destination = hit.point;
        }
        else
        {
            destination = ray.GetPoint(10);
        }
        instantiateFire(casterPostion);
    }

    public void instantiateFire(Transform castingPoint)
    {

        GameObject fireball = Instantiate(spell, castingPoint.position, Quaternion.identity);
        fireball.GetComponent<Rigidbody>().velocity = (destination - castingPoint.position).normalized * 30;
    }
    #endregion

    public void hurt(int damage)
    {
        playerHealth -= damage;
    }

    public void dead()
    {
        if (playerHealth <= 0)
        {
            isDead = true;
            animator.SetTrigger("Dead");
            Debug.Log("Player is Dead");
            knight.enabled = false;
            archer.enabled = false;
            this.enabled = false;
            Invoke("deathScene", 2f);
        }
    }
    
    public void deathScene()
    {
        SceneManager.LoadScene("Death Scene");
    }

    private void OnCollisionEnter(Collision collision)
    {
        if(collision.gameObject.name == "Arrow" || collision.gameObject.tag == "Arrow")
        {
            playerHealth -= archer.attackDamage;
            Debug.Log("Player struck by arrow!");
        }
        if (collision.gameObject.name == "Arrow" || collision.gameObject.tag == "Arrow" && isPlayerBlocking)
        {
            Debug.Log("Arrow parried!");
        }
    }
    #endregion

    #region Camera
    private void lookingAt()
    {
        Vector3 direction = rb.velocity;
        direction.y = 0;
        if (movement.ReadValue<Vector2>().sqrMagnitude > 0.1f && direction.sqrMagnitude > 0.1f)
            this.rb.rotation = Quaternion.LookRotation(direction, Vector3.up);
        else
            rb.angularVelocity = Vector3.zero;
    }

    private Vector3 GetCameraRight(Camera playerCam)
    {
        Vector3 right = playerCam.transform.right;
        right.y = 0;
        return right.normalized;
    }

    private Vector3 GetCameraForward(Camera playerCam)
    {
        Vector3 forward = playerCam.transform.forward;
        forward.y = 0;
        return forward.normalized;
    }
    #endregion

    void FixedUpdate()
    {
        forceDirection  = movement.ReadValue<Vector2>().x * GetCameraRight(playerCam) * moveForce;
        forceDirection  = movement.ReadValue<Vector2>().y * GetCameraForward(playerCam) * moveForce;
        rb.AddForce(forceDirection, ForceMode.Impulse);
        forceDirection = Vector3.zero;

        Vector3 horizontalVelocity = rb.velocity;
        horizontalVelocity.y = 0;
        if (horizontalVelocity.sqrMagnitude > maxSpeed * maxSpeed)
            rb.velocity = horizontalVelocity.normalized * maxSpeed   Vector3.up * rb.velocity.y;

        lookingAt();
        dead();
    }
}

玩家劍碰撞檢測

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CollisionDetection : MonoBehaviour
{
    public PlayerController player;
    public KnightController knight;
    public EnemyArcher archer;
    public AudioClip hit;
    public AudioClip parried;

    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "EnemyKnight" || other.tag == "EnemyArcher")
        {
            AudioSource isHitting = GetComponent<AudioSource>();
            isHitting.PlayOneShot(hit);

            if(other.tag == "EnemyKnight")
            {
                if (player.isLightAttacking) 
                {
                    knight.takeDamage(5);
                    Debug.Log("Light attack on "   other.name   " For "   player.lightAttackDamage);
                }
                if (player.isHeavyAttacking)
                {
                    knight.takeDamage(7);
                    Debug.Log("Heavy attack on "   other.name   " For "   player.heavyAttackDamage);
                }
            }
            if(other.tag == "EnemyArcher"){
                if(player.isLightAttacking)
                {
                    archer.takeDamage(5);
                    Debug.Log("Light attack on "   other.name   " For "   player.lightAttackDamage);
                }
                if (player.isHeavyAttacking)
                {
                    archer.takeDamage(7);
                    Debug.Log("Heavy attack on "   other.name   " For "   player.heavyAttackDamage);
                }
            }
        }

        if(other.tag == "Blade")
        {
            if (player.isPlayerBlocking) 
            {
                AudioSource parry = GetComponent<AudioSource>();
                parry.PlayOneShot(parried);
                Debug.Log("Parried");
            }
        }
    }
}

敵騎士

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class KnightController : MonoBehaviour
{
    //Enemy Stats
    public int health = 20;
    public int attackDamage = 5;
    public float attackCooldown = 1f;
    public float agroRadius = 25f;
    public bool canAttack;
    public bool isAttacking = false;
    public bool isDead;

    //Enemy AI and Animation
    public PlayerController playerController;
    Transform target;
    NavMeshAgent agentKnight;
    Animator animator;


    void Start()
    {
        this.enabled = true;
        isDead = false;
        health = 20;
        target = PlayerManager.instance.player.transform;
        agentKnight = GetComponent<NavMeshAgent>();
        animator = GetComponent<Animator>();
    }

    void Update()
    {
        float distance = Vector3.Distance(target.position, transform.position);

        if (distance <= agroRadius)
        {
            isAgroedToPlayer();

            if (distance <= agentKnight.stoppingDistance   0.2f)
            {
                attackPlayer();
            }
        }
        die();
    }

    #region Attack
    public void attackPlayer()
    {
        isAttacking = true;
        canAttack = false;
        agentKnight.SetDestination(transform.position);
        animator.SetBool("isAgro", false);
        animator.SetTrigger("Attacking");
        facePlayerWhenAttacking();
        StartCoroutine(resetAttackCooldown());
    }

    IEnumerator resetAttackCooldown()
    {
        StartCoroutine(resetIsAttackingPlayer());
        yield return new WaitForSeconds(attackCooldown);
        canAttack = true;
    }

    IEnumerator resetIsAttackingPlayer()
    {
        yield return new WaitForSeconds(attackCooldown);
        isAttacking = false;
    }
    #endregion

    #region Agro
    public void isAgroedToPlayer()
    {
        animator.SetBool("isAgro", true);
        agentKnight.SetDestination(target.position);
    }
    #endregion

    public void takeDamage(int damage)
    {
        health -= damage;
    }

    public void die()
    {
        if (health <= 0)
        {
            isDead = true;
            animator.SetTrigger("Dead");
            animator.SetBool("isAgro", false);
            this.GetComponent<Rigidbody>().detectCollisions = false;
            playerController.totalEnemySlain  ;
            this.enabled = false;
            Debug.Log("Knight Killed!");
        }
    }

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.name == "Fireball" || collision.gameObject.tag == "Spell")
        {
            health -= playerController.GetComponent<PlayerController>().spellDamage;
            Debug.Log("Knight is struck by fireball for "   playerController.GetComponent<PlayerController>().spellDamage);
        }
    }

    public void facePlayerWhenAttacking()
    {
        Vector3 direction = (target.position - transform.position).normalized;
        Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
        transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5);
    }
}

敵人騎士劍碰撞檢測

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class KnightCollisionDetector : MonoBehaviour
{
    public KnightController knight;
    public PlayerController player;
    public AudioClip playerHit;

    private void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player" || other.name == "Player" && knight.GetComponent<KnightController>().isAttacking)
        {
            if (player.isPlayerBlocking)
            {
                Debug.Log("Parried");
            }
            AudioSource hit = GetComponent<AudioSource>();
            hit.PlayOneShot(playerHit);
            player.hurt(knight.attackDamage);
            Debug.Log("Knight hit player for "   5);
        }
    }
}

敵射手

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class EnemyArcher : MonoBehaviour
{
    //Enemy Stats
    public int health = 20;
    public int attackDamage = 10;
    public bool isAttacking = false;
    public bool canAttack;
    public float attackCooldown = 5f;
    public float agroRadius = 50f;
    public float bowRange = 30f;
    public bool isDead = false;

    //AI
    public PlayerController playerController;
    public GameObject arrow;
    public Transform arrowPoint;
    Transform target;
    NavMeshAgent agentArcher;
    Animator animator;

    void Start()
    {
        this.enabled = true;
        isDead = false;
        health = 10;
        target = PlayerManager.instance.player.transform;
        agentArcher = GetComponent<NavMeshAgent>();
        animator = GetComponent<Animator>();
    }

    void Update()
    {
        float distance = Vector3.Distance(target.position, transform.position);

        if (distance <= agroRadius)
        {
            isAgroedToPlayer();

            if(distance <= agroRadius && distance >= bowRange)
            {
                animator.SetBool("inRange", false);
                animator.SetTrigger("Attacking");
                agentArcher.SetDestination(target.position);
            }

            if (distance <= bowRange)
            {
                attackPlayer();
            }
        }
        die();
    }

    #region Attack
    public void attackPlayer()
    {
        isAttacking = true;
        canAttack = false;
        agentArcher.SetDestination(transform.position);
        animator.SetBool("isAgro", false);
        animator.SetBool("inRange", true);
        animator.SetTrigger("Attacking");
        facePlayerWhenAttacking();
        StartCoroutine(resetAttackCooldown());
    }


    IEnumerator resetAttackCooldown()
    {
        StartCoroutine(resetIsAttackingPlayer());
        yield return new WaitForSeconds(attackCooldown);
        canAttack = true;
    }


    IEnumerator resetIsAttackingPlayer()
    {
        yield return new WaitForSeconds(attackCooldown);
        isAttacking = false;
    }

    public void shootArrow()
    {
        GameObject arrowProjectile =  Instantiate(arrow, arrowPoint.position, transform.rotation);
        arrowProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 25f, ForceMode.Impulse);
    }
    #endregion

    #region Agro
    public void isAgroedToPlayer()
    {
        animator.SetBool("isAgro", true);
        agentArcher.SetDestination(target.position);
    }
    #endregion

    public void takeDamage(int damage)
    {
        health -= damage;
    }

    public void die()
    {
        if(health <= 0)
        {
            isDead = true;
            animator.SetTrigger("Dead");
            animator.SetBool("isAgro", false);
            this.GetComponent<Rigidbody>().detectCollisions = false;
            playerController.totalEnemySlain  ;
            this.enabled = false;
            Debug.Log("Archer Killed!");
        }
    }

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.name == "Fireball" || collision.gameObject.tag == "Spell")
        {
            health -= playerController.GetComponent<PlayerController>().spellDamage;
            Debug.Log("Archer is struck by fireball "   playerController.GetComponent<PlayerController>().spellDamage);
        }
    }

    public void facePlayerWhenAttacking()
    {
        Vector3 direction = (target.position - transform.position).normalized;
        Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
        transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5);
    }
}

隨機生成敵人

using System.Collections.Generic;
using UnityEngine;

public class RandomEnemySpawn : MonoBehaviour
{
    public GameObject player;
    public GameObject archer;
    public GameObject knight;
    public bool playerIsDead;
    private int xPos1;
    private int zPos1;
    private int xPos2;
    private int zPos2;
    
    void Start()
    {
        playerIsDead = player.GetComponent<PlayerController>().isDead;
        StartCoroutine(spawnEnemy1());
        StartCoroutine(spawnEnemy2());
    }

    IEnumerator spawnEnemy1()
    {
        while (!playerIsDead)
        {
            xPos1 = 97;
            zPos1 = 67;
            Instantiate(archer, new Vector3(xPos1, 0 , zPos1), Quaternion.identity);
            Instantiate(knight, new Vector3(xPos1, 0 , zPos1), Quaternion.identity);
            yield return new WaitForSeconds(20);
        }
    }

    IEnumerator spawnEnemy2()
    {
        while (!playerIsDead)
        {
            xPos1 = 50;
            zPos1 = 55;
            Instantiate(archer, new Vector3(xPos1, 0, zPos1), Quaternion.identity);
            Instantiate(knight, new Vector3(xPos1, 0, zPos1), Quaternion.identity);
            yield return new WaitForSeconds(20);
        }
    }
}

uj5u.com熱心網友回復:

你沒有得到你真正擊中的騎士,你只是破壞了你在代碼中放入變數的任何內容:

public KnightController knight;

如果我不得不猜測,您可能已經從編輯器中將預制件放入其中。從您的代碼中獲取一個片段:

        if(other.tag == "EnemyKnight")
        {
            if (player.isLightAttacking) 
            {
                knight.takeDamage(5);
                Debug.Log("Light attack on "   other.name   " For "   player.lightAttackDamage);
            }
            if (player.isHeavyAttacking)
            {
                knight.takeDamage(7);
                Debug.Log("Heavy attack on "   other.name   " For "   player.heavyAttackDamage);
            }
        }

您可以看到“騎士”與“其他”無關,這是您實際擊中的東西。

我最好的建議是重構您的代碼,使您的.takeDamage()方法是一個介面,然后您可以從被擊中的物件中獲取該腳本,假設對撞機附加到具有 KnightController 或 EnemyArcher 腳本的同一根物件:

var enemy = other.gameObject.GetComponent<ITakeDamage>();
if(enemy != null) 
{
    enemy.takeDamage(5);
}

您可以用 KnightController 或 EnemyArcher 替換 ITakeDamage(您必須撰寫的建議介面),但是當您一遍又一遍地撰寫基本相同的代碼以對不同的類執行相同的操作時,這是一種要求介面的代碼氣味.

我還建議重構您的播放器,使其具有像 CurrentDamage 這樣的方法,然后播放器知道他們何時進行重擊或其他操作。這是關注點分離——劍碰撞腳本可能需要知道它可以造成傷害,但不必知道計算傷害的所有不同方式。

uj5u.com熱心網友回復:

所以似乎腳本沒有檢測到我使用的標簽,所以我使用了 GetComponent 方法,如下所示:

void OnTriggerEnter(Collider other)
    {
        if (other.tag == "EnemyKnight" || other.tag == "EnemyArcher")
        {
            AudioSource isHitting = GetComponent<AudioSource>();
            isHitting.PlayOneShot(hit);

            if(other.tag == "EnemyKnight")
            {
                if (player.isLightAttacking) 
                {
                    other.GetComponent<KnightController>().takeDamage(lightDamage);
                    Debug.Log("Light attack on "   other.name   " For "   lightDamage);
                }
                if (player.isHeavyAttacking)
                {
                    other.GetComponent<KnightController>().takeDamage(heavyDamage);
                    Debug.Log("Heavy attack on "   other.name   " For "   heavyDamage);
                }
            }
            if(other.tag == "EnemyArcher"){
                if(player.isLightAttacking)
                {
                    other.GetComponent<EnemyArcher>().takeDamage(lightDamage);
                    Debug.Log("Light attack on "   other.name   " For "   lightDamage);
                }
                if (player.isHeavyAttacking)
                {
                    other.GetComponent<EnemyArcher>().takeDamage(heavyDamage);
                    Debug.Log("Heavy attack on "   other.name   " For "   heavyDamage);
                }
            }
        }
    }

現在它可以作業了

轉載請註明出處,本文鏈接:https://www.uj5u.com/houduan/488907.html

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    相比于斷言適用于排除邏輯上不可能存在的狀態,例外通常是用于邏輯上可能發生的錯誤。 例外宣告 Item 1:當函式不可能拋出例外或不能接受拋出例外時,使用noexcept 理由 如果不打算拋出例外的話,程式就會認為無法處理這種錯誤,并且應當盡早終止,如此可以有效地阻止例外的傳播與擴散。 示例 //不可 ......

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    鏈接:https://codeforces.com/problemset/problem/1400/E 來源:Codeforces 思路:給你一個陣列,現在你可以進行兩種操作,操作1:將一段沒有 0 的區間進行減一的操作,操作2:將 i 位置上的元素歸零。最終問:將這個陣列的全部元素歸零后操作的最少 ......

    uj5u.com 2020-09-10 00:57:30 more
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    uj5u.com 2020-09-10 00:59:11 more
  • 【C++犯錯記錄】VS2019 MFC不懂的批量添加資源

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    uj5u.com 2020-09-10 01:00:19 more
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