我正在做一个滚球比赛,球在那里移动,当球与立方体碰撞时它会计数.每次球移动时我都需要对比赛进行计数,但我似乎无法弄明白.我一直在收到错误.我感谢任何帮助.使用UnityEngine;
// Include the namespace required to use Unity UI
using UnityEngine.UI;
public class PlayerController : MonoBehaviour
{
// Create public variables for player speed, and for the Text UI game objects
public float speed;
public Text countText;
public Text winText;
public Text movesText;
// Create private references to the rigidbody component on the player, and the count of pick up objects picked up so far
private Rigidbody rb;
private int count;
private int moves;
private float location;
// At the start of the game..
void Start()
{
// Assign the Rigidbody component to our private rb variable
rb = GetComponent<Rigidbody>();
// Set the count to zero
count = 0;
// Set moves to zero
moves = 0;
// Run the SetCountText function to update the UI (see below)
SetCountText();
// Set the text property of our Win Text UI to an empty string, making the 'You Win' (game over message) blank
winText.text = "";
location = transform.location;
SetMovesText();
}
void LateUpdate()
{
if (location != transform.location)
{
moves = moves + 1;
location = transform.location;
SetMovesText();
}
}
// Each physics step..
void FixedUpdate()
{
// Set some local float variables equal to the value of our Horizontal and Vertical Inputs
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
// Create a Vector3 variable, and assign X and Z to feature our horizontal and vertical float variables above
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
// Add a physical force to our Player rigidbody using our 'movement' Vector3 above,
// multiplying it by 'speed' - our public player speed that appears in the inspector
rb.AddForce(movement * speed);
}
// When this game object intersects a collider with 'is trigger' checked,
// store a reference to that collider in a variable named 'other'..
void OnTriggerEnter(Collider other)
{
// ..and if the game object we intersect has the tag 'Pick Up' assigned to it..
if (other.gameObject.CompareTag("Pick Up"))
{
// Make the other game object (the pick up) inactive, to make it disappear
other.gameObject.SetActive(false);
// Add one to the score variable 'count'
count = count + 1;
// Run the 'SetCountText()' function (see below)
SetCountText();
}
}
// Create a standalone function that can update the 'countText' UI and check if the required amount to win has been achieved
void SetCountText()
{
// Update the text field of our 'countText' variable
countText.text = "Count: " + count.ToString();
// Check if our 'count' is equal to or exceeded 12
if (count >= 12)
{
// Set the text value of our 'winText'
winText.text = "You Win!";
}
}
void SetMovesText()
{
movesText.text = "Moves: " + moves.ToString();
}
}
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transform.location
Unity中没有这样的东西.我相信你想得到对象的位置.这样做transform.position
可以用对象修改对象的旋转transform.rotation
.
每次球移动时我都需要对比赛进行计数
您可以通过检查transform.position
更改时间来执行此操作.
以下是我需要根据上述内容进行的更改:
1,改变你private float location;
的意见private Vector3 location;
2 .Change location = transform.location;
到location = transform.position;
3 .Change if (location != transform.location)
到if (location != transform.position)
4.最后改变location = transform.location;
到location = transform.position;
.
固定代码:
public class PlayerController : MonoBehaviour
{
// Create public variables for player speed, and for the Text UI game objects
public float speed;
public Text countText;
public Text winText;
public Text movesText;
// Create private references to the rigidbody component on the player, and the count of pick up objects picked up so far
private Rigidbody rb;
private int count;
private int moves;
private Vector3 location;
// At the start of the game..
void Start()
{
// Assign the Rigidbody component to our private rb variable
rb = GetComponent<Rigidbody>();
// Set the count to zero
count = 0;
// Set moves to zero
moves = 0;
// Run the SetCountText function to update the UI (see below)
SetCountText();
// Set the text property of our Win Text UI to an empty string, making the 'You Win' (game over message) blank
winText.text = "";
location = transform.position;
SetMovesText();
}
void LateUpdate()
{
if (location != transform.position)
{
moves = moves + 1;
location = transform.position;
SetMovesText();
}
}
// Each physics step..
void FixedUpdate()
{
// Set some local float variables equal to the value of our Horizontal and Vertical Inputs
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
// Create a Vector3 variable, and assign X and Z to feature our horizontal and vertical float variables above
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
// Add a physical force to our Player rigidbody using our 'movement' Vector3 above,
// multiplying it by 'speed' - our public player speed that appears in the inspector
rb.AddForce(movement * speed);
}
// When this game object intersects a collider with 'is trigger' checked,
// store a reference to that collider in a variable named 'other'..
void OnTriggerEnter(Collider other)
{
// ..and if the game object we intersect has the tag 'Pick Up' assigned to it..
if (other.gameObject.CompareTag("Pick Up"))
{
// Make the other game object (the pick up) inactive, to make it disappear
other.gameObject.SetActive(false);
// Add one to the score variable 'count'
count = count + 1;
// Run the 'SetCountText()' function (see below)
SetCountText();
}
}
// Create a standalone function that can update the 'countText' UI and check if the required amount to win has been achieved
void SetCountText()
{
// Update the text field of our 'countText' variable
countText.text = "Count: " + count.ToString();
// Check if our 'count' is equal to or exceeded 12
if (count >= 12)
{
// Set the text value of our 'winText'
winText.text = "You Win!";
}
}
void SetMovesText()
{
movesText.text = "Moves: " + moves.ToString();
}
}
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