private void OnTriggerEnter(Collider other){ if(other.CompareTag("buff")) { Destroy(other.gameObject); StartCoroutine(MisstleTimer()); StartCoroutine(GenerateMisstles()); } } //5秒后关闭buff IEnumerator MisstleTimer() { hasMisstle = true; yield return new WaitForSeconds(5); hasMisstle = false; } IEnumerator GenerateMisstles() { while (hasMisstle) {//对于每个敌人,每1.5秒生成一枚导弹追踪,三秒后销毁 foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enermy")) { GameObject rocket= Instantiate(misstle, transform.position + new Vector3(0, 2, 0), misstle.transform.rotation); StartCoroutine(DestroyRocket(rocket)); StartCoroutine(Homing(enemy,rocket)); } yield return new WaitForSeconds(1.5f); } } IEnumerator Homing(GameObject enemy,GameObject rocket) { while(rocket&& enemy) { Vector3 dir = enemy.transform.position - rocket.transform.position; rocket.GetComponent<Rigidbody>().AddForce(dir.normalized * 30,ForceMode.VelocityChange); } yield return null; } IEnumerator DestroyRocket(GameObject rocket) { yield return new WaitForSeconds(3); if (rocket) { Destroy(rocket.gameObject); } }
【以下回答由 GPT 生成】
该段代码没有明显的语法错误,但存在一些潜在问题可能导致Unity卡在进入PlayMode时无法进行。以下是可能的问题和解决方案:
检查标签名是否正确:确保在场景中存在名为"buff"和"Enermy"的对象,并且它们的标签设置正确。如果标签名拼写错误或者标签没有正确设置,将无法正确执行相关代码。请在Unity编辑器中检查标签设置。
检查是否正确地添加脚本到游戏对象:确保将包含该脚本的游戏对象正确放置在场景中,并且在场景中存在包含misstle
预制体的游戏对象。如果这些对象没有正确添加到场景中,那么在PlayMode中执行相关代码时会出错。
检查协程是否正确调用:确保协程MisstleTimer
和GenerateMisstles
能被正确调用和执行。在Unity中,StartCoroutine
函数用于启动协程。请确保在适当的时候调用StartCoroutine
。
针对以上问题提供一个修改后的代码示例:
using UnityEngine;
public class YourClass : MonoBehaviour
{
private bool hasMisstle = false;
private void OnTriggerEnter(Collider other){
if (other.CompareTag("buff")){
Destroy(other.gameObject);
StartCoroutine(MisstleTimer());
StartCoroutine(GenerateMisstles());
}
}
IEnumerator MisstleTimer(){
hasMisstle = true;
yield return new WaitForSeconds(5);
hasMisstle = false;
}
IEnumerator GenerateMisstles(){
while (hasMisstle){
GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enermy");
foreach (GameObject enemy in enemies){
GameObject rocket = Instantiate(misstle, transform.position + new Vector3(0, 2, 0), misstle.transform.rotation);
StartCoroutine(DestroyRocket(rocket));
StartCoroutine(Homing(enemy, rocket));
}
yield return new WaitForSeconds(1.5f);
}
}
IEnumerator Homing(GameObject enemy, GameObject rocket){
while (rocket && enemy){
Vector3 dir = enemy.transform.position - rocket.transform.position;
rocket.GetComponent<Rigidbody>().AddForce(dir.normalized * 30, ForceMode.VelocityChange);
yield return null;
}
}
IEnumerator DestroyRocket(GameObject rocket){
yield return new WaitForSeconds(3);
if (rocket){
Destroy(rocket.gameObject);
}
}
}
希望这些解决方案能够帮助您解决问题。如果问题仍然存在,请提供更多细节以便我们进一步调查。
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