如何在运行时检查 FindGameObjectsWithTag?
How can I check FindGameObjectsWithTag during runtime?
我的敌人 NavMeshAgent AI 有问题,首先它搜索标记为 "Defenses" 的游戏对象,然后我根据敌人的防御距离设置第一个目的地,当防御是销毁,数组值加一,将目的地更改为下一个防御。
我的问题是,我的玩家可以在游戏中创建(实例)新防御,当我所有的防御都被摧毁时,我的敌人会变得疯狂,所以,我需要一种方法将这些新防御添加到我的阵列中,如下所示是我的敌人脚本。
public class NavMeshEnemy : MonoBehaviour
{
[Header("References", order = 0)]
[SerializeField] NavMeshAgent enemyAgent;
[Space(10)]
[SerializeField] GameObject[] destinations;
[Space(10)]
[SerializeField] float distanceObjects;
[SerializeField] int arrayElements = 0;
void Awake()
{
enemyAgent = GetComponent<NavMeshAgent>();
destinations = GameObject.FindGameObjectsWithTag("Defenses");
}
void Start()
{
destinations = destinations.OrderBy((d) => (d.transform.position - this.transform.position).sqrMagnitude).ToArray();
}
void Update()
{
distanceObjects = Vector3.Distance(this.transform.position, destinations[arrayElements].transform.position);
enemyAgent.destination = destinations[arrayElements].transform.position;
CheckArray();
}
void CheckArray()
{
if (destinations[arrayElements].gameObject.activeInHierarchy == false)
{
if (arrayElements < destinations.Length - 1)
{
arrayElements++;
enemyAgent.destination = destinations[arrayElements].transform.position;
}
else
{
arrayElements = 0;
}
}
}
}
感谢阅读! :)
我宁愿使用 static
列表在您的预制件上实现一个组件,例如
public class NavMeshDestination : MonoBehaviour
{
public static HashSet<Transform> existingDestinations = new HashSet<Transform>();
private void Awake()
{
if(!existingDestinations.Contains(this)) existingDestinations.Add(this);
}
private void OnDestroy()
{
if(existingDestinations.Contains(this)) existingDestinations.Remove(this);
}
}
然后甚至不按标签行事,只做
public class NavMeshEnemy : MonoBehaviour
{
[Header("References", order = 0)]
[SerializeField] NavMeshAgent enemyAgent;
[Space(10)]
[SerializeField] float distanceObjects;
[SerializeField] int arrayElements = 0;
void Awake()
{
if(!enemyAgent) enemyAgent = GetComponent<NavMeshAgent>();
}
void Update()
{
destinations = NavMeshDestination.existingDestinations.OrderBy(d => (d.transform.position - this.transform.position).sqrMagnitude).ToArray();
distanceObjects = Vector3.Distance(this.transform.position, destinations[arrayElements].transform.position);
enemyAgent.destination = destinations[arrayElements].transform.position;
CheckArray();
}
void CheckArray()
{
if (destinations[arrayElements].gameObject.activeInHierarchy == false)
{
if (arrayElements < destinations.Length - 1)
{
arrayElements++;
enemyAgent.destination = destinos[arrayElements].transform.position;
}
else
{
arrayElements = 0;
}
}
}
}
但是请注意,这仍然无法解决您没有可用目的地的问题。所以如果数组是空的,你可能应该停止执行,比如
if(NavMeshDestination.existingDestinations.Count == 0)
{
// Stop the enemyAgent
return;
}
我的敌人 NavMeshAgent AI 有问题,首先它搜索标记为 "Defenses" 的游戏对象,然后我根据敌人的防御距离设置第一个目的地,当防御是销毁,数组值加一,将目的地更改为下一个防御。
我的问题是,我的玩家可以在游戏中创建(实例)新防御,当我所有的防御都被摧毁时,我的敌人会变得疯狂,所以,我需要一种方法将这些新防御添加到我的阵列中,如下所示是我的敌人脚本。
public class NavMeshEnemy : MonoBehaviour
{
[Header("References", order = 0)]
[SerializeField] NavMeshAgent enemyAgent;
[Space(10)]
[SerializeField] GameObject[] destinations;
[Space(10)]
[SerializeField] float distanceObjects;
[SerializeField] int arrayElements = 0;
void Awake()
{
enemyAgent = GetComponent<NavMeshAgent>();
destinations = GameObject.FindGameObjectsWithTag("Defenses");
}
void Start()
{
destinations = destinations.OrderBy((d) => (d.transform.position - this.transform.position).sqrMagnitude).ToArray();
}
void Update()
{
distanceObjects = Vector3.Distance(this.transform.position, destinations[arrayElements].transform.position);
enemyAgent.destination = destinations[arrayElements].transform.position;
CheckArray();
}
void CheckArray()
{
if (destinations[arrayElements].gameObject.activeInHierarchy == false)
{
if (arrayElements < destinations.Length - 1)
{
arrayElements++;
enemyAgent.destination = destinations[arrayElements].transform.position;
}
else
{
arrayElements = 0;
}
}
}
}
感谢阅读! :)
我宁愿使用 static
列表在您的预制件上实现一个组件,例如
public class NavMeshDestination : MonoBehaviour
{
public static HashSet<Transform> existingDestinations = new HashSet<Transform>();
private void Awake()
{
if(!existingDestinations.Contains(this)) existingDestinations.Add(this);
}
private void OnDestroy()
{
if(existingDestinations.Contains(this)) existingDestinations.Remove(this);
}
}
然后甚至不按标签行事,只做
public class NavMeshEnemy : MonoBehaviour
{
[Header("References", order = 0)]
[SerializeField] NavMeshAgent enemyAgent;
[Space(10)]
[SerializeField] float distanceObjects;
[SerializeField] int arrayElements = 0;
void Awake()
{
if(!enemyAgent) enemyAgent = GetComponent<NavMeshAgent>();
}
void Update()
{
destinations = NavMeshDestination.existingDestinations.OrderBy(d => (d.transform.position - this.transform.position).sqrMagnitude).ToArray();
distanceObjects = Vector3.Distance(this.transform.position, destinations[arrayElements].transform.position);
enemyAgent.destination = destinations[arrayElements].transform.position;
CheckArray();
}
void CheckArray()
{
if (destinations[arrayElements].gameObject.activeInHierarchy == false)
{
if (arrayElements < destinations.Length - 1)
{
arrayElements++;
enemyAgent.destination = destinos[arrayElements].transform.position;
}
else
{
arrayElements = 0;
}
}
}
}
但是请注意,这仍然无法解决您没有可用目的地的问题。所以如果数组是空的,你可能应该停止执行,比如
if(NavMeshDestination.existingDestinations.Count == 0)
{
// Stop the enemyAgent
return;
}