Unity3D Shooter - 如何在所有敌人被摧毁后切换到下一个级别?

Unity3D Shooter - How to switch to next level after all enemies get destroyed?

我是 Unity 的新手,我正在尝试用 C# 构建一个小型 2d 射击游戏。我现在被卡住了,承认我有点迷茫,不知道最好的方法是什么,但问题是我的英雄向敌人开枪,他们死了,但在敌人都死了之后我如何进入下一个级别?如果我做一个死计数器,我应该输入什么脚本?在敌人脚本中?或者我是否制作了一个新脚本但将其与什么相关联?如果英雄发射了他的六颗子弹(已经有一个计数器可以让英雄在六次射击后不再射击)并且仍然有敌人离开,我还需要游戏结束...... 有人给我一些提示吗?谢谢!

敌人脚本:

  using System.Collections.Generic;
  using UnityEngine;

  public class BadguyScript : MonoBehaviour
  {
      public int maxHealth;
      public int curHealth;
      private Animator myAnimator;
      private bool isDead;
      [SerializeField]
      private float DespawnTime = 2.5f;
      [SerializeField]
      private string DeathAnimHash = "isDead"; 

      void Start()
      {
          myAnimator = GetComponent<Animator>();
          myAnimator.enabled =true;
          myAnimator.SetBool (DeathAnimHash ,isDead);


          maxHealth = 1;
          curHealth = maxHealth;

      }
      void Update()
      {
          if (curHealth < 1)
          {
              isDead = true;
              myAnimator.SetBool (DeathAnimHash ,isDead);
              Destroy(gameObject,DespawnTime);
          }
      }
      void OnTriggerEnter2D(Collider2D col)
      {
          if (isDead)
             return;
          if (col.tag == "bullet")
          {
              curHealth -= 1;
              Destroy(col.gameObject);
          }
      }
  }

计算子弹脚本:

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

public class GameFlow : MonoBehaviour
{

    public static float remainingShots = 6;
    public Transform shot1;
    public Transform shot2;
    public Transform shot3;
    public Transform shot4;
    public Transform shot5;
    public Transform shot6;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
      if (remainingShots > 0)
      {
        shot1.GetComponent<Image> ().enabled = true;
      }
      else
      {
        shot1.GetComponent<Image> ().enabled = false;
      }

      if (remainingShots > 1)
      {
        shot2.GetComponent<Image> ().enabled = true;
      }
      else
      {
        shot2.GetComponent<Image> ().enabled = false;
      }

      if (remainingShots > 2)
      {
        shot3.GetComponent<Image> ().enabled = true;
      }
      else
      {
        shot3.GetComponent<Image> ().enabled = false;
      }

      if (remainingShots > 3)
      {
        shot4.GetComponent<Image> ().enabled = true;
      }
      else
      {
        shot4.GetComponent<Image> ().enabled = false;
      }

      if (remainingShots > 4)
      {
        shot5.GetComponent<Image> ().enabled = true;
      }
      else
      {
        shot5.GetComponent<Image> ().enabled = false;
      }

      if (remainingShots > 5)
      {
        shot6.GetComponent<Image> ().enabled = true;
      }
      else
      {
        shot6.GetComponent<Image> ().enabled = false;
      }


      if(Input.GetButtonDown("Fire1"))
      {
      remainingShots -= 1;
      }
    }
}

要根据您的条件切换到另一个场景,请执行以下操作:
1. 通过执行以下操作将 OtherScenes 添加到您的游戏中:

File -> Build Settings -> Add Open Scenes


2. 在你的代码中做这样的事情:

Enemy Script.cs

using UnityEngine.SceneManagement; // Contains scene management functions

public GameObject[] enemies;

void Update()
{
    enemies = GameObject.FindGameObjectsWithTag("Enemy"); // Checks if enemies are available with tag "Enemy". Note that you should set this to your enemies in the inspector.
    if (enemies.length == 0)
    {
        SceneManager.LoadScene("OtherSceneName"); // Load the scene with name "OtherSceneName"
    }
}

Bullet Script.cs
using UnityEngine.SceneManagement;

void Update()
{
    if (remainingShots == -1)
    {
        SceneManager.LoadScene("OtherSceneName");
    }
}

使用空 gameobject 并在更新方法中附加这行代码。

if (enemies.length == 0)
    {
        SceneManager.LoadScene("OtherSceneName"); // Load the scene with name "OtherSceneName"
    }

因为你使用的是敌人脚本,所以当所有敌人都死了之后就没有 gameobject 保存脚本了。