Unity3D 在播放器与带有特定标签的 object 碰撞时播放声音

Unity3D playing sound when Player collides with an object with a specific tag

我使用 Unity 2019.2.14f1 创建一个简单的 3D 游戏。

在那个游戏中,我想在我的玩家与具有特定标签的游戏​​对象发生碰撞时播放声音。

MainCamera 有一个音频监听器,我正在使用 Cinemachine Free Look,它跟随我的化身,在 ThridPersonController 中(我正在使用出现在 Standard Assets 上的那个 - 但我隐藏了 Ethan 并添加了我自己的 character/avatar).

带有我要销毁标签的游戏​​对象有一个音频源:


为了让声音在碰撞时播放,我首先创建一个空的游戏对象作为 AudioManager,并向其添加一个新组件(C# 脚本):

using UnityEngine.Audio;
using System;
using UnityEngine;

public class AudioManager : MonoBehaviour
{

    public Sound[] sounds;

    // Start is called before the first frame update
    void Awake()
    {
        foreach (Sound s in sounds)
        {
            s.source = gameObject.AddComponent<AudioSource>();
            s.source.clip = s.clip;

            s.source.volume = s.volume;
            s.source.pitch = s.pitch;
        }
    }

    // Update is called once per frame
    public void Play (string name)
    {
        Sound s = Array.Find(sounds, sound => sound.name == name);
        s.source.Play();
    }
}

并创建脚本 Sound.cs:

using UnityEngine.Audio;
using UnityEngine;

[System.Serializable]
public class Sound
{
    public string name;

    public AudioClip clip;

    [Range(0f, 1f)]
    public float volume;
    [Range(.1f, 3f)]
    public float pitch;

    [HideInInspector]
    public AudioSource source;
}

之后,在 Unity UI 中,我转到 gameObject AudioManager 中的 Inspector,并在我命名为 CatchingPresent 的脚本中添加了一个新元素。

在第三人称角色脚本中,为了在与游戏对象(具有特定标签)发生碰撞时销毁它,我添加了以下内容:

void OnCollisionEnter(Collision other)
        {
            if (other.gameObject.CompareTag("Present"))
            {
                Destroy(other.gameObject);
                count = count - 1;
                SetCountText();

            }
        }

它工作正常,因为特定的 object 在碰撞时消失了。现在,为了在播放器与带有标签的 object 发生碰撞时播放声音 "CatchingPresent",在本例中为 Present,我尝试将以下内容添加到 ifOnCollisionEnter:

但是我得到错误:

The type or namespace name 'AudioManager' could not be found (are you missing a using directive or an assembly reference?)

但是我得到错误:

The name 'AudioManager' does not exist in the current context

由于在进入播放模式之前需要修复所有编译器错误,因此欢迎任何有关如何在玩家与带有标签 Present 的游戏对象发生碰撞后播放声音的指导。


编辑 1:假设它有帮助,这里是完整的 ThirdPersonUserControl.cs:

using System;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.ThirdPerson
{
    [RequireComponent(typeof (ThirdPersonCharacter))]
    public class ThirdPersonUserControl : MonoBehaviour
    {

        public Text countText;
        public Text winText;

        private int count;
        private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
        private Transform m_Cam;                  // A reference to the main camera in the scenes transform
        private Vector3 m_CamForward;             // The current forward direction of the camera
        private Vector3 m_Move;
        private bool m_Jump;                      // the world-relative desired move direction, calculated from the camForward and user input.


        private void Start()
        {

            count = 20;
            SetCountText();
            winText.text = "";

            // get the transform of the main camera
            if (Camera.main != null)
            {
                m_Cam = Camera.main.transform;
            }
            else
            {
                Debug.LogWarning(
                    "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
                // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
            }

            // get the third person character ( this should never be null due to require component )
            m_Character = GetComponent<ThirdPersonCharacter>();
        }


        private void Update()
        {
            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }
        }


        // Fixed update is called in sync with physics
        private void FixedUpdate()
        {
            // read inputs
            float h = CrossPlatformInputManager.GetAxis("Horizontal");
            float v = CrossPlatformInputManager.GetAxis("Vertical");
            bool crouch = Input.GetKey(KeyCode.C);

            // calculate move direction to pass to character
            if (m_Cam != null)
            {
                // calculate camera relative direction to move:
                m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
                m_Move = v*m_CamForward + h*m_Cam.right;
            }
            else
            {
                // we use world-relative directions in the case of no main camera
                m_Move = v*Vector3.forward + h*Vector3.right;
            }
#if !MOBILE_INPUT
            // walk speed multiplier
            if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif

            // pass all parameters to the character control script
            m_Character.Move(m_Move, crouch, m_Jump);
            m_Jump = false;
        }

        void OnCollisionEnter(Collision other)
        {
            if (other.gameObject.CompareTag("Present"))
            {
                Destroy(other.gameObject);
                count = count - 1;
                SetCountText();

                //FindObjectOfType<AudioManager>().Play("CatchingPresent");
                AudioManager.instance.Play("CatchingPresent");
            }
        }

        void SetCountText()
        {
            countText.text = "Missing: " + count.ToString();
            if (count == 0)
            {
                winText.text = "You saved Christmas!";
            }
        }
    }
}

编辑 2:Unity 中的层次结构:

使用 FindObjectOfType<AudioManager>().Play("CatchingPresent"); 时,我自己导入脚本没有任何问题。尝试从编辑器中重新导入脚本(右键单击项目文件夹 > 全部重新导入。这可能需要一段时间,具体取决于项目的大小)

要使用 AudioManager.instance.Play("CatchingPresent");,您首先需要创建一个静态变量来保存 instance,就像这样(这仅适用于单例,如果有多个 AudioManager,则会中断在现场):

public class AudioManager : MonoBehaviour
{
    //Create a static AudioManager that will hold the reference to this instance of AudioManager
    public static AudioManager Instance;
    public Sound[] sounds;

    //Assign Instance to the instance of this AudioManager in the constructor
    AudioManager()
    {
        Instance = this;
    }

    // Rest of the AudioManager code
}

这样做,并使用您的其余代码也适用于我。

通过简单地将音频源添加到 ThirdPersonController(使用我想调用的 AudioClip)并在 if 语句中添加 GetComponent<AudioSource>().Play(); 来重新制定我正在遵循的方法并解决了问题,如下所示:

void OnCollisionEnter(Collision other)
        {
            if (other.gameObject.CompareTag("Present"))
            {
                Destroy(other.gameObject);
                count = count - 1;
                SetCountText();
                GetComponent<AudioSource>().Play();
            }
        }