В моем уроке по выживанию, я только что закончил добавлять ScoreManager. Я скопировал сценарии точно так, как есть, но ScoreManager
никогда не узнает, что счет увеличился. Я добавил отладку для скриптов ScoreManager
и EnemyHealth
, чтобы увидеть, действительно ли увеличивается счет, и поверьте мне, это не так.
Вот сценарий EnemyHealth:
using UnityEngine;
using UnityEngine.AI;
public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100; // The amount of health thee nemy 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<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);
}
}
Вот ScoreManager:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
namespace CompleteProject
{
public class ScoreManager : MonoBehaviour
{
public static int score; // The player's score.
Text text; // Reference to the Text component.
void Awake()
{
// Set up the reference.
text = GetComponent<Text>();
// Reset the score.
score = 0;
Debug.Log("score reset");
}
void Update ()
{
// Set the displayed text to be the word "Score" followed by the score value.
Debug.Log(score);
text.text = "Score: " + score;
if (Input.GetKeyDown(KeyCode.V))
{
score += 10;
}
}
}
}
Счет должен увеличиться, когда враг умирает, но по какой-то причине это не так. Я знаю это, потому что в ScoreManager я добавил Debug.Log для распечатки значения оценки в каждом кадре. Я могу нажать V (добавлено для отладки), и значение моего счета увеличивается, но обычно это не так.