视频链接:https://www.bilibili.com/video/av18791296/?p=6
1添加PlayerHealth.cs到Player
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;
public class PlayerHealth : MonoBehaviour
{
public int startingHealth = 100;
public int currentHealth;
public Slider healthSlider;
public Image damageImage;
public AudioClip deathClip;
public float flashSpeed = 5f;
public Color flashColour = new Color(1f, 0f, 0f, 0.1f);
Animator anim;
AudioSource playerAudio;
PlayerMovement playerMovement;
//PlayerShooting playerShooting;
bool isDead;
bool damaged;
void Awake ()
{
anim = GetComponent <Animator> ();
playerAudio = GetComponent <AudioSource> ();
playerMovement = GetComponent <PlayerMovement> ();
//playerShooting = GetComponentInChildren <PlayerShooting> ();
currentHealth = startingHealth;
}
void Update ()
{
if(damaged)
{
damageImage.color = flashColour;
}
else
{
damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
}
damaged = false;
}
public void TakeDamage (int amount)
{
damaged = true;
currentHealth -= amount;
healthSlider.value = currentHealth;
playerAudio.Play ();
if(currentHealth <= 0 && !isDead)
{
Death ();
}
}
void Death ()
{
isDead = true;
//playerShooting.DisableEffects ();
anim.SetTrigger ("Die");
playerAudio.clip = deathClip;
playerAudio.Play ();
playerMovement.enabled = false;
//playerShooting.enabled = false;
}
public void RestartLevel ()
{
SceneManager.LoadScene (0);
}
}
把相应的对象赋值到PlayerHealth.cs的public变量:
2.添加EnemyAttack .cs到enemy
using UnityEngine;
using System.Collections;
public class EnemyAttack : MonoBehaviour
{
public float timeBetweenAttacks = 0.5f;
public int attackDamage = 10;
Animator anim;
GameObject player;
PlayerHealth playerHealth;
//EnemyHealth enemyHealth;
bool playerInRange;
float timer;
void Awake ()
{
player = GameObject.FindGameObjectWithTag ("Player");
playerHealth = player.GetComponent <PlayerHealth> ();
//enemyHealth = GetComponent<EnemyHealth>();
anim = GetComponent <Animator> ();
}
void OnTriggerEnter (Collider other)
{
if(other.gameObject == player)
{
playerInRange = true;
}
}
void OnTriggerExit (Collider other)
{
if(other.gameObject == player)
{
playerInRange = false;
}
}
void Update ()
{
timer += Time.deltaTime;
if(timer >= timeBetweenAttacks && playerInRange/* && enemyHealth.currentHealth > 0*/)
{
Attack ();
}
if(playerHealth.currentHealth <= 0)
{
anim.SetTrigger ("PlayerDead");
}
}
void Attack ()
{
timer = 0f;
if(playerHealth.currentHealth > 0)
{
playerHealth.TakeDamage (attackDamage);
}
}
}