如何获得粒子系统之一?

How to get one of the particle system?

我有一个敌人预制件(ZomBunny),它们是两个部分系统,当敌人被击中和当敌人 die.The 我面临的问题是,我只能访问使用下面代码时的粒子系统(HitParticle)之一。

层次结构

敌人健康

public class EnemyHealth : MonoBehaviour
{
    public int startingHealth = 100;          // The amount of health the enemy starts the game with.
    public int currentHealth;                    // The current health the enemy has.
    public float sinkSpeed = 2.5f;           // The speed at which the enemy sinks through the floor when dead.
    public int scoreValue = 10;               // The amount added to the player's score when the enemy dies.
    public AudioClip deathClip;              // The sound to play when the enemy dies.
    public GameObject text;

    Animator anim;                              // Reference to the animator.
    AudioSource enemyAudio;              // Reference to the audio source.
    ParticleSystem hitParticles;             // Reference to the particle system that plays when the enemy is damaged.
    ParticleSystem deathParticles;
    CapsuleCollider capsuleCollider;     // Reference to the capsule collider.
    bool isDead;                                  // Whether the enemy is dead.
    bool isSinking;                               // Whether the enemy has started sinking through the floor.

    void Awake ()
    {
        // Setting up the references.
        anim = GetComponent <Animator> ();
        enemyAudio = GetComponent <AudioSource> ();
        hitParticles = GetComponentInChildren <ParticleSystem> ();
        deathParticles = GetComponentInChildren <ParticleSystem> ();
        capsuleCollider = GetComponent <CapsuleCollider> ();

        // Setting the current health when the enemy first spawns.
        currentHealth = startingHealth;
    }

    void Update ()
    {
        // If the enemy should be sinking...
        if(isSinking)
        {
            // ... move the enemy down by the sinkSpeed per second.
            transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
        }
    }

    public void TakeDamage (int amount, Vector3 hitPoint)
    {
        // If the enemy is dead...
        if(isDead)
            // ... no need to take damage so exit the function.
            return;

        // Play the hurt sound effect.
        enemyAudio.Play ();

        // Reduce the current health by the amount of damage sustained.
        currentHealth -= amount;

        // Set the position of the particle system to where the hit was sustained.
        hitParticles.transform.position = hitPoint;

        // And play the particles.
        hitParticles.Play();

        // If the current health is less than or equal to zero...
        if(currentHealth <= 0)
        {
            // ... the enemy is dead.
            Death ();
        }
    }

    void Death ()
    {
        // The enemy is dead.
        isDead = true;

        // Turn the collider into a trigger so shots can pass through it.
        capsuleCollider.isTrigger = true;

        // Tell the animator that the enemy is dead.
        anim.SetTrigger ("Dead");

        deathParticles.Play();
        // Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
        enemyAudio.clip = deathClip;
        enemyAudio.Play ();
    }

    public void StartSinking ()
    {

        // Find and disable the Nav Mesh Agent.
        GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;

        // Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
        GetComponent <Rigidbody> ().isKinematic = true;

        // The enemy should no sink.
        isSinking = true;

        // Increase the score by the enemy's score value.
        ScoreManager.score += scoreValue;

        // After 2 seconds destory the enemy.
        Destroy (gameObject, 2f);
    }
}

当你这样做时:

hitParticles = GetComponentInChildren<ParticleSystem>();
deathParticles = GetComponentInChildren<ParticleSystem>();

Unity 将获得 child 上的第一个 ParticleSystem 组件。你需要一种方法来区分你想要哪个。有很多方法可以做到这一点。

如果 EnemyHealth 脚本附加到 ZomBunny 游戏对象:

方法一:

ZomBunny游戏对象下,hitParticles是child0Zombunny 是 child 1deathParticles 是 child 2.

应该是:

hitParticles = transform.GetChild(0).GetComponentInChildren<ParticleSystem>();
deathParticles = transform.GetChild(2).GetComponentInChildren<ParticleSystem>();

方法二:

找到两个 GameObject,然后从它们中获取组件:

hitParticles = GameObject.Find("HitParticles").GetComponent<ParticleSystem>();
deathParticles = GameObject.Find("DeathParticles").GetComponent<ParticleSystem>();

方法三:

使用 GetComponentsInChildren 其中 returns 数组代替 GetComponentInChildren。顺序不可预测,因此我们还必须检查 GameObject 的名称以确保它是正确的 ParticleSystem.

ParticleSystem[] ps = GetComponentsInChildren<ParticleSystem>();
for (int i = 0; i < ps.Length; i++)
{
    if (ps[i].gameObject.name == "HitParticles")
    {
        hitParticles = ps[i];
    }
    else if (ps[i].gameObject.name == "DeathParticles")
    {
        deathParticles = ps[i];
    }
}

您似乎是 Unity 新手。最好知道在这种情况下你有很多选择。