植物都继承了Pants脚本,但是我因为没注意听讲,把Pants也挂在植物上了,所以子类的PlantEnableUpdate和PlantDisableUpdate抢不过父类,无法正确触发动画,我还找不到哪里出了问题,所以就使用了携程加while强行触发了,但是经过对源码和工程的分析比对,我发现了问题所在,所以写都写了就这样吧,又不是不能跑,而且协程优化还好一些吗,气死我了呜呜,耽误了好几个小时,下次我一定好好听课呜呜呜
植物状态脚本
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using Unity.VisualScripting;
using UnityEngine;
using static ControlState;
//植物状态枚举
enum PlantsState {
Disable,
Enable
}
public class Plants : MonoBehaviour {
//拿到植物类型
public PlantType plantType;
PlantsState plantsState = PlantsState.Disable;
private void Awake() {
plantType = PlantType.Sun_Flower;
Translate2Disable();
}
private void Update() {
switch (plantsState) {
case PlantsState.Disable:
PlantDisableUpdate();
break;
case PlantsState.Enable:
PlantEnableUpdate();
break;
default:
break;
}
}
protected virtual void PlantEnableUpdate() {
}
protected virtual void PlantDisableUpdate() {
}
public void Translate2Disable() {
Debug.Log("关闭");
plantsState = PlantsState.Disable;
GetComponent<Animator>().enabled = false;
}
public void Translate2Enable() {
Debug.Log("开启");
plantsState = PlantsState.Enable;
GetComponent<Animator>().enabled = true;
}
}
向日葵脚本
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
using Unity.VisualScripting;
public class SunFlower : Plants {
private Animator animator;
public GameObject sunPrefab; // 阳光预制体
public float minTime = 4f; // 最小生成时间
public float maxTime = 10f;//最大生成时间
public float offsetY = -0.5f;
public float offsetX;
private void Awake() {
animator = this.GetComponent<Animator>();
}
private void Start() {
StartCoroutine(GenerateSun());
}
protected override void PlantEnableUpdate() {
//if (!isGeneratingSun) {
// isGeneratingSun = true;
//}
}
private IEnumerator GenerateSun() {
while (true) {
// 随机等待时间
float waitTime = Random.Range(minTime, maxTime);
yield return new WaitForSeconds(waitTime);
animator.SetTrigger("CreatSun");
yield return new WaitForSeconds(1f);
// 随机生成阳光位置
offsetX = Random.Range(-0.5f, 0.5f);
Vector3 sunPosition = new Vector3(transform.position.x + offsetX, transform.position.y + offsetY, transform.position.z);
GameObject sunInstance = Instantiate(sunPrefab, transform.position, Quaternion.identity);
// 获取 Sun 组件并调用 JumpTo 方法
Sun sunComponent = sunInstance.GetComponent<Sun>();
if (sunComponent != null) {
sunComponent.JumpTo(sunPosition);
}
}
}
}
豌豆射手脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PeashShooter : Plants
{
//攻击间隔
public float atkTime = 2;
//攻击计时
public float atkTimer=0;
//豌豆预制体
public GameObject peach;
//豌豆实例化位置
public Transform peashPos;
void Start() {
PlantEnableUpdate();
StartCoroutine(GenerateSun());
}
private IEnumerator GenerateSun() {
while (true) {
atkTimer += Time.deltaTime;
if (atkTimer > atkTime) {
atkTimer = 0;
Shoot();
}
yield return new WaitForSeconds(0);
}
}
public void Shoot() {
GameObject.Instantiate(peach, peashPos.transform.position,Quaternion.identity);
}
}