Tôi mới để mã hóa và UnityUnity 2D thanh sức khỏe
Tôi có thanh sức khỏe xuất hiện trên màn hình của tôi, nhưng tôi không chắc chắn làm thế nào để liên kết các kịch bản Y tế thanh sức khỏe cho kịch bản máy nghe nhạc của tôi và máy nghe nhạc của tôi kịch bản sức khỏe. Đơn giản chỉ cần, tôi muốn làm cho nó như vậy khi cầu thủ của tôi bị bắn thanh sức khỏe của tôi sẽ mất một trái tim
kịch bản thanh sức khỏe của tôi
using UnityEngine;
using System.Collections;
public class Health : MonoBehaviour {
public int startHealth;
public int healthPerHeart;
private int maxHealth;
private int currentHealth;
public Texture[] heartImages;
public GUITexture heartGUI;
private ArrayList hearts = new ArrayList();
// Spacing:
public float maxHeartsOnRow;
private float spacingX;
private float spacingY;
void Start() {
spacingX = heartGUI.pixelInset.width;
spacingY = -heartGUI.pixelInset.height;
AddHearts(startHealth/healthPerHeart);
}
public void AddHearts(int n) {
for (int i = 0; i <n; i ++) {
Transform newHeart = ((GameObject)Instantiate(heartGUI.gameObject,this.transform.position,Quaternion.identity)).transform; // Creates a new heart
newHeart.parent = transform;
int y = (int)(Mathf.FloorToInt(hearts.Count/maxHeartsOnRow));
int x = (int)(hearts.Count - y * maxHeartsOnRow);
newHeart.GetComponent<GUITexture>().pixelInset = new Rect(x * spacingX,y * spacingY,58,58);
newHeart.GetComponent<GUITexture>().texture = heartImages[0];
hearts.Add(newHeart);
}
maxHealth += n * healthPerHeart;
currentHealth = maxHealth;
UpdateHearts();
}
public void modifyHealth(int amount) {
currentHealth += amount;
currentHealth = Mathf.Clamp(currentHealth,0,maxHealth);
UpdateHearts();
}
void UpdateHearts() {
bool restAreEmpty = false;
int i =0;
foreach (Transform heart in hearts) {
if (restAreEmpty) {
heart.guiTexture.texture = heartImages[0]; // heart is empty
}
else {
i += 1; // current iteration
if (currentHealth >= i * healthPerHeart) {
heart.guiTexture.texture = heartImages[heartImages.Length-1]; // health of current heart is full
}
else {
int currentHeartHealth = (int)(healthPerHeart - (healthPerHeart * i - currentHealth));
int healthPerImage = healthPerHeart/heartImages.Length; // how much health is there per image
int imageIndex = currentHeartHealth/healthPerImage;
if (imageIndex == 0 && currentHeartHealth > 0) {
imageIndex = 1;
}
heart.guiTexture.texture = heartImages[imageIndex];
restAreEmpty = true;
}
}
}
}
}
kịch bản máy nghe nhạc của tôi
/// <summary>
/// Player controller and behavior
/// </summary>
public class PlayerScript : MonoBehaviour
{
public Health health;
/// <summary>
/// 1 - The speed of the ship
/// </summary>
public Vector2 speed = new Vector2(50, 50);
// 2 - Store the movement
private Vector2 movement;
void OnCollisionEnter2D(Collision2D collision)
{
bool damagePlayer = false;
// Collision with enemy
EnemyScript enemy = collision.gameObject.GetComponent<EnemyScript>();
if (enemy != null)
{
// Kill the enemy
HealthScript enemyHealth = enemy.GetComponent<HealthScript>();
if (enemyHealth != null) enemyHealth.Damage(enemyHealth.hp);
damagePlayer = true;
}
// Damage the player
if (damagePlayer)
{
HealthScript playerHealth = this.GetComponent<HealthScript>();
if (playerHealth != null) playerHealth.Damage(1);
}
}
void Update()
{
// 3 - Retrieve axis information
float inputX = Input.GetAxis("Horizontal");
float inputY = Input.GetAxis("Vertical");
// 4 - Movement per direction
movement = new Vector2(
speed.x * inputX,
speed.y * inputY);
// 5 - Shooting
bool shoot = Input.GetButtonDown("Fire1");
shoot |= Input.GetButtonDown("Fire2");
// Careful: For Mac users, ctrl + arrow is a bad idea
if (shoot)
{
WeaponScript weapon = GetComponent<WeaponScript>();
if (weapon != null)
{
// false because the player is not an enemy
weapon.Attack(false);
}
}
// 6 - Make sure we are not outside the camera bounds
var dist = (transform.position - Camera.main.transform.position).z;
var leftBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 0, dist)
).x;
var rightBorder = Camera.main.ViewportToWorldPoint(
new Vector3(1, 0, dist)
).x;
var topBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 0, dist)
).y;
var bottomBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 1, dist)
).y;
transform.position = new Vector3(
Mathf.Clamp(transform.position.x, leftBorder, rightBorder),
Mathf.Clamp(transform.position.y, topBorder, bottomBorder),
transform.position.z
);
}
void FixedUpdate()
{
// 5 - Move the game object
rigidbody2D.velocity = movement;
}
void OnDestroy()
{
Application.LoadLevel("gameOver");
}
}
và kịch bản về sức khỏe máy nghe nhạc của tôi
using UnityEngine;
/// <summary>
/// Handle hitpoints and damages
/// </summary>
public class HealthScript : MonoBehaviour
{
/// <summary>
/// Total hitpoints
/// </summary>
public int hp = 1;
/// <summary>
/// Enemy or player?
/// </summary>
public bool isEnemy = true;
/// <summary>
/// Inflicts damage and check if the object should be destroyed
/// </summary>
/// <param name="damageCount"></param>
public void Damage(int damageCount)
{
hp -= damageCount;
if (hp <= 0)
{
// 'Splosion!
SpecialEffectsHelper.Instance.Explosion(transform.position);
// Dead!
Destroy(gameObject);
}
}
void OnTriggerEnter2D(Collider2D otherCollider)
{
// Is this a shot?
ShotScript shot = otherCollider.gameObject.GetComponent<ShotScript>();
if (shot != null)
{
// Avoid friendly fire
if (shot.isEnemyShot != isEnemy)
{
Damage(shot.damage);
// Destroy the shot
Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script
}
}
}
}