Мне трудно понять, почему мое преобразование неверно.Может ли кто-нибудь помочь мне в этой проблеме.Я пытаюсь сделать ФСМ для своего врага, чтобы он либо шел на игрока, либо на еду.Но когда я пытаюсь проверить это, я получаю сообщение об ошибке компилятора.
using UnityEngine;
using System.Collections;
public class Enemy : MovingObject
{
public int playerDamage;
private Animator animator;
private Transform target;
private bool skipMove;
private Transform Player;
public AudioClip enemyAttack1;
public AudioClip enemyAttack2;
protected override void Start ()
{
GameManager.instance.AddEnemeyToList(this);
animator = GetComponent<Animator> ();
target = GameObject.FindGameObjectWithTag ("Food").transform;
base.Start ();
AIEnemy();
Player = GameObject.FindWithTag("Player").transform;
}
protected override void AttemptMove<T> (int xDir, int yDir)
{
if (skipMove)
{
skipMove = false;
return;
}
base.AttemptMove <T> (xDir, yDir);
skipMove = true;
}
public void MoveEnemy()
{
int xDir = 0;
int yDir = 0;
if (Mathf.Abs (target.position.x - transform.position.x) < float.Epsilon)
yDir = target.position.y > transform.position.y ? 1 : -1;
else
xDir = target.position.x > transform.position.x ? 1 : -1;
AttemptMove<Player> (xDir, yDir);
}
protected override void OnCantMove <T> (T component)
{
Player hitPlayer = component as Player;
hitPlayer.LoseFood (playerDamage);
animator.SetTrigger("enemyAttack");
SoundManager.instance.RandomizeSfx (enemyAttack1, enemyAttack2);
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Food")
{
other.gameObject.SetActive(false);
}
else if (other.tag == "Soda")
{
other.gameObject.SetActive(false);
}
}
void AIEnemy()
{
int State = 0;
if (State == 0)
{
transform.LookAt(Player);
State++;
}
if (State == 1)
transform.LookAt(target);
Debug.Log("State 1");
State++;
if (State == 2)
{
Debug.Log("State 2");
}
}
}
public Transform FindClosetFood()
{
float minDistance = float.PositiveInfinity;
Transform closetFood = null;
GameObject[] foods = GameObject.FindGameObjectsWithTag("Food");
for(int i = 0; i<foods.Length; i++)
{
float distance = Vector2.Distance(transform.position, foods[i].transform.position);
if (distance < minDistance)
{
minDistance = distance;
closetFood = foods[i].transform;
}
}
return closetFood;
}
}
Я добавил приватный Transform Player.Так что мой враг знает, на что смотреть, но я все еще ничего не вижу в консолиИ я попытался назвать это в начале.Но теперь я закончил с этой ошибкой компилятора.
Ошибка появляется в этой строке
float distance = Vector2.Distance("transform".position, foods[i].transform.position);
Скрипт MovingObject:
using UnityEngine;
using System.Collections;
public abstract class MovingObject : MonoBehaviour
{
public float moveTime = 0.1f;
public LayerMask blockingLayer;
private BoxCollider2D boxCollider;
private Rigidbody2D rb2D;
private float inverseMoveTime;
// Use this for initialization
protected virtual void Start ()
{
boxCollider = GetComponent<BoxCollider2D> ();
rb2D = GetComponent<Rigidbody2D> ();
inverseMoveTime = 1f / moveTime;
}
protected bool Move (int xDir, int yDir, out RaycastHit2D hit)
{
Vector2 start = transform.position;
Vector2 end = start + new Vector2 (xDir, yDir);
boxCollider.enabled = false;
hit = Physics2D.Linecast (start, end, blockingLayer);
boxCollider.enabled = true;
if (hit.transform == null)
{
StartCoroutine(SmoothMovement (end));
return true;
}
return false;
}
protected IEnumerator SmoothMovement (Vector3 end)
{
float sqrRemainingDistance = (transform.position - end).sqrMagnitude;
while (sqrRemainingDistance > float.Epsilon)
{
Vector3 newPosition = Vector3.MoveTowards (rb2D.position, end, inverseMoveTime * Time.deltaTime);
rb2D.MovePosition(newPosition);
sqrRemainingDistance = (transform.position - end).sqrMagnitude;
yield return null;
}
}
protected virtual void AttemptMove <T> (int xDir, int yDir) where T : Component
{
RaycastHit2D hit;
bool canMove = Move (xDir, yDir, out hit);
if (hit.transform == null)
return;
T hitComponent = hit.transform.GetComponent<T> ();
if(!canMove && hitComponent != null)
OnCantMove (hitComponent);
}
protected abstract void OnCantMove <T> (T component) where T : Component;
}