首页 > 解决方案 > 在 Unity 中重生后停止死亡动画

问题描述

所以我有一个玩家会在他与敌人碰撞时开始“受伤”动画。2 秒后他会重生回到起始位置,但“受伤”动画不会停止。即使玩家四处移动,它也会继续播放。

这是我的整个播放器脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Player : MonoBehaviour
{
    public float speed = 3.0f;
    public Vector2 jumpHeight;
    [HideInInspector] public bool facingRight = true;
    private float minX = -10.5f;
    private float maxX = 10.5f;
    public int count;
    public Text countText;
    private Animator anim;
    public GameObject NECText;
    public GameObject WinText;
    public GameObject player;

    void Start()
    {
        anim = GetComponent<Animator>();
        transform.position = new Vector3(-10.0f, -2.32f, 0);
        count = 0;
        countText.text = "Coins: " + count.ToString();
        NECText.gameObject.SetActive(false);
        WinText.gameObject.SetActive(false);
    }

    void Update()
    {
        Movement();
        Death();
        float horizontalInput = Input.GetAxis("Horizontal");
        if(horizontalInput > 0 && !facingRight)
        {
            Flip();
        }
        else if(horizontalInput < 0 && facingRight)
        {
            Flip();
        }
    }

    void Movement()
    {
        float horizontalInput = Input.GetAxis("Horizontal");

        transform.Translate(Vector3.right * horizontalInput * speed * Time.deltaTime);

        if(Input.GetKeyDown(KeyCode.Space)) //fix unlimited jump
        {
            GetComponent<Rigidbody2D>().AddForce(jumpHeight, ForceMode2D.Impulse);
        }

        if(transform.position.x < minX)
        {
            transform.position = new Vector3 (minX, transform.position.y, 0);
        }
        else if(transform.position.x > maxX)
        {
            transform.position = new Vector3(maxX, transform.position.y, 0);
        }
    }

    void Death()
    {
        if (transform.position.y <= -4.25f)
        {
            anim.SetBool("isHurt", true);
            Invoke("Respawn", 2f);
        }
    }

    void Flip()
    {
        facingRight = !facingRight;
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;
    }

    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Enemy")
        {
            anim.SetBool("isHurt", true);
            Invoke("Respawn", 2f);
        }
        else if (collision.gameObject.tag == "Coin")
        {
            collision.gameObject.SetActive(false);
            count++;
            countText.text = "Coins: " + count.ToString();
        }
        else if(collision.gameObject.tag == "Chest" && count < 3)
        {
            NECText.gameObject.SetActive(true);
            Destroy(NECText, 5.0f);
        }
        else if(collision.gameObject.tag == "Chest" && count == 3)
        {
            WinText.gameObject.SetActive(true);
            Destroy(WinText, 5.0f);
            anim.SetBool("isWinning", true);
        }
    }

    void Respawn()
    {
        Destroy(player);
        Instantiate(player, new Vector3(-10.0f, -2.32f, 0), Quaternion.identity);
        anim.SetBool("isHurt", false);
    }
}

我知道这可能很混乱,但这是我第一次没有教程的游戏,所以很难。

标签: c#unity3d2d

解决方案


根据上述评论中的讨论,OP 遇到了与Repsawn()函数相关的问题。

您可以采取的另一种方法是更改​​ Respawn()函数。您可以重复使用相同的预制件并继续调整其值,而不是实例化播放器预制件。在这种情况下,您不需要创建单独的类来存储上述值。你就这样说

void Respawn()
{
    anim.SetBool("isHurt", false);
    transform.position = new Vector3(-10.0f, -2.32f, 0);
    transform.rotation = Quaternion.identity;
    GetComponent<Rigidbody2D>().velocity = Vector2.zero;
    GetComponent<Rigidbody2D>().angularVelocity = 0; 
}

如果您重新编写重生代码,这应该可以解决您的问题

通过更改重生代码以仅重用单个游戏对象,问题似乎得到了解决。


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