当所有敌人死亡时加载场景

时间:2019-05-08 20:09:55

标签: c# visual-studio unity3d

我正在统一创建一个激光防御者游戏,但我遇到的问题是,当我射击第一个敌人时,它将直接带我进入NextLevelMenu场景,但是当所有敌人被杀死时,我希望它加载(在这个级别上,我有杀死5个敌人)。有人告诉我,我需要向每个产生的敌人发送对其生成器实例的引用,但是我不太理解。有人可以帮忙吗?

EnemySpawner脚本:

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

public class EnemySpawner : MonoBehaviour {

[SerializeField] GameObject EnemyPreFab;
[SerializeField] int MaxEnemies = 30;
[SerializeField] float EnemySpawnTime = 1.00001f;
[SerializeField] GameObject FirstWaypoint;
int CurrentNumOfEnemies = 0;
public LevelManager myLevelManager;
public int maximumnumberofhits = 0;
public static EnemySpawner Instance = null;
int timesEnemyHit;




IEnumerator SpawningEnemies()
{
    while(CurrentNumOfEnemies <= MaxEnemies)
    {
        GameObject Enemy = Instantiate(EnemyPreFab, this.transform.position, Quaternion.identity);
        CurrentNumOfEnemies++;
        yield return new WaitForSeconds(EnemySpawnTime);
    }
}

void Start()
{
    if (Instance == null)
        Instance = this;
    StartCoroutine(SpawningEnemies());
    timesEnemyHit = 0;
    if (this.gameObject.tag == "EnemyHit")
    {
        CurrentNumOfEnemies++;
    }


}

public void OnEnemyDeath()
{
    CurrentNumOfEnemies--;
    if (CurrentNumOfEnemies < 1)
    {
        // You killed everyone, change scene: 
        LaserLevelManager.LoadLevel("NextLevelMenu");
    }
 }


}

EnemyShooting脚本:

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

public class EnemyShooting : MonoBehaviour {


[SerializeField] float EnemyLaserSpeed = 10f;
[SerializeField] float EnemyLaserFireTime;
[SerializeField] GameObject LaserBulletEnemyPreFab;
[SerializeField] int MaxNumberOfHits = 1;

int CurrentNumberOfHits = 0;
Coroutine FireCoroutine;

void OnTriggerEnter2D(Collider2D collider)
{
    if(collider.gameObject.tag == "PlayerLaser")
    {
        if(CurrentNumberOfHits < MaxNumberOfHits)
        {
            CurrentNumberOfHits++;
            Destroy(collider.gameObject);
            Score.ScoreValue += 2;//The user will be rewarded 1 point
        }
    }
}


void DestroyEnemy()
{
    if(CurrentNumberOfHits >= MaxNumberOfHits)
    {
        Destroy(gameObject);
        EnemySpawner.Instance.OnEnemyDeath(); // Tell the EnemySpawner that someone died


    }
}

private void Fire()
{
    FireCoroutine = StartCoroutine(ShootContinuously());
}

void BecomeVisible()
{
    Fire();
}

IEnumerator ShootContinuously()
{
    while (true)
    {
        GameObject LaserBulletEnemy = Instantiate(LaserBulletEnemyPreFab, this.transform.position, Quaternion.identity) as GameObject;
        LaserBulletEnemy.GetComponent<Rigidbody2D>().velocity = new Vector2(0, EnemyLaserSpeed);
        EnemyLaserFireTime = Random.Range(0.5f, 0.9f);
        yield return new WaitForSeconds(EnemyLaserFireTime);
    }
}
// Use this for initialization
void Start () {

    BecomeVisible();
}

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

    DestroyEnemy();

    }
  }

1 个答案:

答案 0 :(得分:2)

我会在生成器脚本中添加两个字段。 EnemiesToNextLevel和杀死的敌人。然后,在生成器的OnEnemyDeath()中,可以在每次调用它时增加KilledEnemies,然后在更改场景之前询问KilledEnemies> = EnemiesToNextLevel。

当然,还有很多其他方法可以做到,但是对我而言,这是最简单的。