私は団結のサバイバルシューター資産を使用してマルチプレイヤーゲームを構築しています、プレーヤーはプレハブシーンでネットワークマネージャを使用して起動され、タグプレーヤー【選択の敵は敵マネージャーによって生成され、管理されており、敵はプレイヤーをターゲットにしますが、敵は最初に生まれたプレイヤーだけを攻撃し、後で生まれたプレイヤーは攻撃しません。どのように敵をすべてのプレーヤーを攻撃するか? <strong>プレーヤー</strong>タグを検索
EnemyManagerスクリプト
public class EnemyManager : MonoBehaviour
{
PlayerHealth playerHealth; // Reference to the player's heatlh.
public GameObject enemy; // The enemy prefab to be spawned.
public float spawnTime = 3f; // How long between each spawn.
public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from.
void Start()
{
// Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time.
playerHealth = GameObject.FindWithTag("Player").GetComponent<PlayerHealth>();
InvokeRepeating ("Spawn", spawnTime, spawnTime);
}
void Spawn()
{
// If the player has no health left...
if(playerHealth.currentHealth <= 0f)
{
// ... exit the function.
return;
}
// Find a random index between zero and one less than the number of spawn points.
int spawnPointIndex = Random.Range (0, spawnPoints.Length);
// Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation.
Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
}
}
敵の攻撃スクリプト
public class EnemyAttack : MonoBehaviour
{
public float timeBetweenAttacks = 0.5f; // The time in seconds between each attack.
public int attackDamage = 10; // The amount of health taken away per attack.
Animator anim; // Reference to the animator component.
GameObject player; // Reference to the player GameObject.
PlayerHealth playerHealth; // Reference to the player's health.
EnemyHealth enemyHealth; // Reference to this enemy's health.
bool playerInRange; // Whether player is within the trigger collider and can be attacked.
float timer; // Timer for counting up to the next attack.
void Awake()
{
// Setting up the references.
player = GameObject.FindGameObjectWithTag ("Player");
playerHealth = player.GetComponent <PlayerHealth>();
enemyHealth = GetComponent<EnemyHealth>();
anim = GetComponent <Animator>();
}
void OnTriggerEnter (Collider other)
{
// If the entering collider is the player...
if(other.gameObject == player)
{
// ... the player is in range.
playerInRange = true;
}
}
void OnTriggerExit (Collider other)
{
// If the exiting collider is the player...
if(other.gameObject == player)
{
// ... the player is no longer in range.
playerInRange = false;
}
}
void Update()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;
// If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)
{
// ... attack.
Attack();
}
// If the player has zero or less health...
if(playerHealth.currentHealth <= 0)
{
// ... tell the animator the player is dead.
anim.SetTrigger ("PlayerDead");
}
}
void Attack()
{
// Reset the timer.
timer = 0f;
// If the player has health to lose...
if(playerHealth.currentHealth > 0)
{
// ... damage the player.
playerHealth.TakeDamage (attackDamage);
}
}
}
敵の動き
public class EnemyMovement : MonoBehaviour
{
Transform player; // Reference to the player's position.
PlayerHealth playerHealth; // Reference to the player's health.
EnemyHealth enemyHealth; // Reference to this enemy's health.
NavMeshAgent nav;
void Awake()
{
// Set up the references.
player = GameObject.FindGameObjectWithTag ("Player").transform;
playerHealth = player.GetComponent<PlayerHealth>();
enemyHealth = GetComponent <EnemyHealth>();
nav = GetComponent <NavMeshAgent>();
}
void Update()
{
// If the enemy and the player have health left...
if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
{
// ... set the destination of the nav mesh agent to the player.
nav.SetDestination (player.position);
}
// Otherwise...
else
{
// ... disable the nav mesh agent.
nav.enabled = false;
}
}
}
ローカルプレーヤーのセットアップスクリプト
public class LocalPlayerSetup : NetworkBehaviour {
void Start()
{
GameObject.FindGameObjectWithTag ("EnemyManager").SetActiveRecursively (true);
if (isLocalPlayer) {
GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<CameraFollow>().enabled = true;
GetComponent<PlayerMovement>().enabled = true;
GetComponentInChildren<PlayerShooting>().enabled = true;
}
}
}
あなたのコードスニペットには、敵が攻撃するプレイヤーを決定する方法を示すスクリプトは表示されません。しかし、一般的に、敵はすべてのプレイヤーをチェックし、どれを攻撃するかを決定する必要があります。 – Abion47
敵がプレイヤーを攻撃していません1st spawned.please checkに敵の攻撃と移動スクリプトが追加されました –
ターゲットはGameObject.FindGameObjectWithTagを呼び出して設定されています。代わりに 'GameObject.FindGameObjectsWithTag'を使って*すべての*プレイヤーを取得することができます。そしてそれらを繰り返して、最も近いプレーヤーを見つけることができます。 (これは、すべてのプレーヤーエンティティが '' Player ''タグを持っていることを前提としています) – Abion47