C# 点球
我正在做一个滚球游戏,球在移动,当球与立方体碰撞时,它会计数。我需要让比赛在每次球移动时都计数,但我似乎无法计算出来。我总是出错。谢谢你的帮助。 使用UnityEngineC# 点球,c#,unity3d,C#,Unity3d,我正在做一个滚球游戏,球在移动,当球与立方体碰撞时,它会计数。我需要让比赛在每次球移动时都计数,但我似乎无法计算出来。我总是出错。谢谢你的帮助。 使用UnityEngine // Include the namespace required to use Unity UI using UnityEngine.UI; public class PlayerController : MonoBehaviour { // Create public variables for player
// 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();
}
}
//包括使用Unity UI所需的命名空间
使用UnityEngine.UI;
公共类玩家控制器:单行为
{
//为玩家速度和文本UI游戏对象创建公共变量
公众浮标速度;
公共文本;
公共文本;
公共文本移动文本;
//创建对播放器上刚体组件的私有引用,以及到目前为止拾取的拾取对象的计数
私人刚体;
私人整数计数;
私人内部移动;
私人浮动位置;
//在比赛开始时。。
void Start()
{
//将刚体组件指定给我们的私有rb变量
rb=GetComponent();
//将计数设为零
计数=0;
//设置移动到零
移动=0;
//运行SetCountText函数以更新UI(见下文)
SetCountText();
//将Win文本UI的文本属性设置为空字符串,使“You Win”(游戏结束消息)为空
winText.text=“”;
位置=变换位置;
SetMovesText();
}
void LateUpdate()
{
if(位置!=transform.location)
{
移动=移动+1;
位置=变换位置;
SetMovesText();
}
}
//每个物理步骤。。
void FixedUpdate()
{
//将一些局部浮点变量设置为水平和垂直输入的值
float moveHorizontal=Input.GetAxis(“水平”);
float moveVertical=Input.GetAxis(“垂直”);
//创建一个Vector3变量,并将X和Z指定给上面的水平和垂直浮动变量
Vector3移动=新Vector3(水平移动,0.0f,垂直移动);
//使用上面的“运动”矢量3为玩家刚体添加物理力,
//将其乘以“速度”——我们的公共玩家速度,显示在inspector中
rb.AddForce(移动*速度);
}
//当此游戏对象与碰撞器相交并选中“是否触发”时,
//将对撞机的引用存储在名为“other”的变量中。。
无效对撞机(对撞机其他)
{
//..如果我们相交的游戏对象具有指定的“拾取”标记。。
if(other.gameObject.CompareTag(“拾取”))
{
//使其他游戏对象(拾取)处于非活动状态,使其消失
other.gameObject.SetActive(false);
//将一个添加到分数变量“count”
计数=计数+1;
//运行“SetCountText()”函数(见下文)
SetCountText();
}
}
//创建一个独立的功能,可以更新“countText”用户界面,并检查是否已达到赢取所需金额
void SetCountText()
{
//更新“countText”变量的文本字段
countText.text=“Count:+Count.ToString();
//检查我们的“计数”是否等于或超过12
如果(计数>=12)
{
//设置“winText”的文本值
winText.text=“你赢了!”;
}
}
void SetMovesText()
{
movesText.text=“Moves:+Moves.ToString();
}
}
在统一中没有变换。位置。我相信你想知道物体的位置。这是通过transform.position
完成的,对象的旋转可以通过transform.rotation
修改
我需要让比赛在每次球移动时都计数
您可以通过检查何时变换位置来执行此操作
以下是根据我上面所说的需要进行的更改:
1。更改您的专用浮点位置代码>到私有向量3位置代码>
2.Changelocation=transform.location代码>到位置=变换位置代码>
3。将if(location!=transform.location)
更改为if(location!=transform.position)
4。最后更改location=transform.location代码>到位置=变换位置代码>
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();
}
}
公共类PlayerController:MonoBehavior
{
//为玩家速度和文本UI游戏对象创建公共变量
公众浮标速度;
公共文本;
公共文本;
公共文本移动文本;
//创建对播放器上刚体组件的私有引用,以及到目前为止拾取的拾取对象的计数
私人刚体;
私人整数计数;
私人内部移动;
私有向量3位置;
//在比赛开始时。。
void Start()
{
//将刚体组件指定给我们的私有rb变量
rb=GetComponent();
//将计数设为零
计数=0;
//设置移动到零
移动=0;
//运行SetCountText函数以更新UI(见下文)
SetCountText();
//将Win文本UI的文本属性设置为空字符串,使“You Win”(游戏结束消息)为空
winText.text=“”;
位置=变换位置;
SetMovesText();
}
void LateUpdate()
{
if(位置!=变换位置)
{
移动=移动+1;
位置=变换位置;
SetMovesText();
}
}
//每个物理步骤。。
void FixedUpdate()
{
//将一些局部浮点变量设置为水平和垂直输入的值
float moveHorizontal=Input.GetAxis(“水平”);