我正在使用Unity的Survival Shooter预设,并尝试在屏幕的一角设置一个心脏,根据玩家的健康状况切断部分内容.
我已经尝试将Slider值设置为玩家currentHealth / 100,但它总是只消失并且值设置为0.
我不认为这是我的问题,Slider因为我可以更改编辑器中的值,它工作正常.我不知道该怎么做,我试过去其他地方寻找.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;
namespace CompleteProject
{
public class PlayerHealth : MonoBehaviour
{
public int startingHealth = 100; // The amount of health the player starts the game with.
public int currentHealth; // The current health the player has.
public Slider healthSlider; // Reference to the UI's health bar.
public Image damageImage; // Reference to an image to flash on the screen on being hurt.
public AudioClip deathClip; // The audio clip to play when the player dies.
public float flashSpeed = 5f; // The speed the damageImage will fade at.
public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash.
Animator anim; // Reference to the Animator component.
AudioSource playerAudio; // Reference to the AudioSource component.
PlayerMovement playerMovement; // Reference to the player's movement.
PlayerShooting playerShooting; // Reference to the PlayerShooting script.
bool isDead; // Whether the player is dead.
bool damaged; // True when the player gets damaged.
void Awake ()
{
// Setting up the references.
anim = GetComponent <Animator> ();
playerAudio = GetComponent <AudioSource> ();
playerMovement = GetComponent <PlayerMovement> ();
playerShooting = GetComponentInChildren <PlayerShooting> ();
// Set the initial health of the player.
currentHealth = startingHealth;
healthSlider.value = 1;
}
void Update ()
{
// If the player has just been damaged...
if(damaged)
{
// ... set the colour of the damageImage to the flash colour.
damageImage.color = flashColour;
}
// Otherwise...
else
{
// ... transition the colour back to clear.
damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
}
// Reset the damaged flag.
damaged = false;
if (Input.GetKeyDown("k"))
{
TakeDamage(10);
}
}
public void TakeDamage (int amount)
{
// Set the damaged flag so the screen will flash.
damaged = true;
// Reduce the current health by the damage amount.
currentHealth -= amount;
// Set the health bar's value to the current health.
healthSlider.value = currentHealth/100;
print(healthSlider.value);
// Play the hurt sound effect.
playerAudio.Play ();
// If the player has lost all it's health and the death flag hasn't been set yet...
if(currentHealth <= 0 && !isDead)
{
// ... it should die.
Death ();
}
}
void Death ()
{
// Set the death flag so this function won't be called again.
isDead = true;
// Turn off any remaining shooting effects.
playerShooting.DisableEffects ();
// Tell the animator that the player is dead.
anim.SetTrigger ("Die");
// Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
playerAudio.clip = deathClip;
playerAudio.Play ();
// Turn off the movement and shooting scripts.
playerMovement.enabled = false;
playerShooting.enabled = false;
}
public void RestartLevel ()
{
// Reload the level that is currently loaded.
SceneManager.LoadScene (0);
}
}
}
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currentHealth是一个int,所以是100
因此,当你这样做时,它总是四舍五入到0(for currentHealth < 100)或1(for 100 <= currentHealth < 200)int
healthSlider.value = currentHealth / 100;
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在结果被解析为float隐式之前
避免这样做
healthSlider.value = currentHealth / 100.0f;
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强迫它使用float分裂.
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