Unity Collider - OnTriggerEnter

时间:2016-12-26 12:28:38

标签: c# unity3d unity5

我与Unity合作,我开始了一个小项目,我使用了一个框架来发明。

我试图在游戏中建立一个安全区域。我的安全区有一个碰撞器“触发”。

如果我的玩家进入安全区,我只想发送消息。 我的问题是,当玩家进入时,我无法得到玩家的名字,它会给我“_TriggerHandler”作为值而不是我的玩家。

代码永远不会进入“if”,我在控制台中获得第一个调试日志,但没有其他内容。 (p为null)(other = _TriggerHandler)

无法理解为什么其他= _TriggerHandler。

using Devdog.General;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SafeZone : MonoBehaviour {

    protected vp_FPPlayerEventHandler m_Player = null;
    protected bool safe;

    // Use this for initialization
    void Start()
    {
        m_Player = GameObject.Find("Gringan").GetComponent<vp_FPPlayerEventHandler>();
    }

    // Update is called once per frame
    void Update()
    {

    }

    /// <summary>
   /// registers this component with the event handler (if any)
   /// </summary>
   protected virtual void OnEnable()
    {
        if (m_Player != null)
            m_Player.Register(this);
    }

    /// <summary>
    /// unregisters this component from the event handler (if any)
    /// </summary>
    protected virtual void OnDisable()
    {
        if (m_Player != null)
            m_Player.Unregister(this);
    }

    void OnTriggerEnter(Collider other)
    {
        var p = other.GetComponent<Player>(); // Player is in Devdog.General;
        print("Collision detected with trigger object " + other.name + " p= " + p);
        if (p != null)
        {
            print("Collision detected with trigger object PLAYER " + other.name);
            safe = true;
            m_Player.PlayerIsSafe.Send(safe);
        }
    }

    void OnTriggerStay(Collider other)
    {
        var p = other.GetComponent<Player>(); // Player is in Devdog.General;
        if (p != null)
        {
            print("Still colliding with trigger object PLAYER " + other.name);
            safe = true;
            m_Player.PlayerIsSafe.Send(safe);
        }
    }

    void OnTriggerExit(Collider other)
    {
        var p = other.GetComponent<Player>(); // Player is in Devdog.General;
        if (p != null)
        {
            print(gameObject.name + " and trigger object PLAYER " + other.name + " are no longer colliding");
            safe = false;
            m_Player.PlayerIsSafe.Send(safe);
        }
    }
}

控制台消息:

- &GT;

使用触发对象检测到碰撞_TriggerHandler p = UnityEngine.MonoBehaviour:打印(对象) SafeZone:OnTriggerEnter(Collider)(在Assets / My Assets / Scripts / SafeZone.cs:44)

我想知道是否有人知道会发生什么事情?

感谢您的帮助。

1 个答案:

答案 0 :(得分:0)

好的我做到了:),不得不使用other.transform.parent.GetComponent();就像说Nika Kasradze一样,然后我必须在做其他任何事情之前测试玩家是否为null:)

感谢您的帮助!

using Devdog.General;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SafeZone : MonoBehaviour {

    protected vp_FPPlayerEventHandler m_Player = null;
    protected bool safe;
    protected Player player;

    // Use this for initialization
    void Start()
    {
        if (m_Player == null)
        {
            m_Player = GameObject.Find("Gringan").GetComponent<vp_FPPlayerEventHandler>();
        }

    }

    // Update is called once per frame
    void Update()
    {

    }

    /// <summary>
    /// registers this component with the event handler (if any)
    /// </summary>
    protected virtual void OnEnable()
    {
        if (m_Player != null)
            m_Player.Register(this);
    }

    /// <summary>
    /// unregisters this component from the event handler (if any)
    /// </summary>
    protected virtual void OnDisable()
    {
        if (m_Player != null)
            m_Player.Unregister(this);
    }

    void OnTriggerEnter(Collider other)
    {
        if (player == null)
        {
            player = other.transform.parent.GetComponent<Player>(); // Player is in Devdog.General;
        }

        if (player != null)
        {
            print("Collision detected with trigger object "  + player.name);
            safe = true;
            m_Player.PlayerIsSafe.Send(safe);
        }
    }

    /*void OnTriggerStay(Collider other)
    {
       if (player == null)
        {
            player = other.transform.parent.GetComponent<Player>(); // Player is in Devdog.General;
        }

        if (p != null)
        {
            print("Still colliding with trigger object PLAYER " + p.name);
            safe = true;
            m_Player.PlayerIsSafe.Send(safe);
        }
    }*/

    void OnTriggerExit(Collider other)
    {
        if (player == null)
        {
            player = other.transform.parent.GetComponent<Player>(); // Player is in Devdog.General;
        }

        if (player != null)
        {
            print(gameObject.name + " and trigger object PLAYER " + player.name + " are no longer colliding");
            safe = false;
            m_Player.PlayerIsSafe.Send(safe);
        }
    }
}
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