2017-02-11 169 views
0

我正在构建一个使用团结的生存射击游戏资产的多人游戏,玩家使用网络管理员在场景中产生并具有标签玩家。敌人由敌人管理器产生和管理,搜索玩家标签和使敌人瞄准玩家,但敌人只攻击第一代产生的玩家,而不会攻击之后产生的玩家。如何让所有玩家受到敌人的攻击?

EnemyManager脚本

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); 
    } 
} 

敌人的攻击脚本

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); 
     } 
    } 
} 

敌人移动

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; 
     } 
    } 
} 

本地播放器的安装脚本

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; 
     } 

    } 

}

+0

您的代码片段不会显示脚本,显示敌人如何决定要攻击哪个玩家。但是,一般来说,敌人需要检查所有玩家并决定攻击哪一个,最常见的是选择哪一个最接近。 – Abion47

+0

没有敌人只是攻击玩家第一次spawned.please检查现在添加了敌人的攻击和移动脚本 –

+0

目标是通过调用'GameObject.FindGameObjectWithTag'设置的,它只返回一个对象。你可以使用'GameObject.FindGameObjectsWithTag'获得所有玩家,然后你可以遍历它们来找到最接近的玩家。 (这假设所有的玩家实体都有''玩家''标签。) – Abion47

回答

0

有几个问题,你的代码:

  1. 您在AWAKE事件寻找播放器(仅在 开始运行一次)
  2. 正在查找的玩家正在使用FindGameObjectWithTag其中只有 返回一个对象。
  3. 你在没有Network Spawn的情况下会产生敌人,而不会在敌人身上产生敌人 。

通用解决您的复杂问题:

  1. 让玩家的列表,并经常检查使用调用重复播放器和计数。稍后,使用该列表(玩家列表)来攻击玩家。
  2. 使用FindGameObjectsWithTag查找玩家,它会返回一个玩家列表。
  3. 使用Network Spawn在所有客户身上产生敌人。
+0

我明白了你的观点,但是我怎样才能在我的代码上实现它们? –