如何在关卡 Unity3d C# 中发送一次消息



下面是我的脚本,它放在我的玩家子弹上,每次我的玩家开火时,玩家子弹都会生成,并且在击中敌人或阻挡者后它会破坏,在这个脚本中,我希望当它发送伤害消息时,它会警告其他敌人,但在一个关卡中只有一次(每次玩家子弹生成时, 它不会每次都报警,只有一次),这是我的代码。高级谢谢。

using System.Collections;
public class player_bullet_mover : MonoBehaviour 
{
[HideInInspector]
public Vector3 target;
public GameObject target_object;
public float damage_is;
private player_damage_controller player_damage_script;
// Use this for initialization
void Start () 
{
player_damage_script = GameObject.FindObjectOfType (typeof(player_damage_controller)) as player_damage_controller;
if(target == Vector3.zero)
{
Destroy(  this.gameObject );
}
transform.LookAt (target);
}
// Update is called once per frame
void Update () 
{
this.transform.position = Vector3.MoveTowards ( this.transform.position , target, 300 * Time.deltaTime );
}
void OnTriggerEnter( Collider other )
{
if(other.CompareTag("Enemy") )
{
other.SendMessage( "damage", 2 );
Destroy( this.gameObject );
}
//call alarm_enemies function here but once in a level, not every time, it generate
}
public void alarm_enemies()
{
//send message to enemy script
}
}

我注意到您正在使用Unity的SendMessage功能。不要使用它。您应该使用delegateevent.

player_bullet_mover脚本中创建事件:

bool sentOnce = false;
public delegate void damaged();
public static event damaged OnDamaged;

player_bullet_mover脚本中,在发生冲突时调用订阅事件的函数。

void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Enemy"))
{
other.SendMessage("damage", 2);
Destroy(this.gameObject);
}
//call alarm_enemies function here but once in a level, not every time, it generate
//Send if we have not send this before
if (!sentOnce)
{
sentOnce = true;
//Alert every enemy
OnDamaged();
}
}

从要发出警报的敌方脚本中,订阅在player_bullet_mover脚本中创建的事件。在OnEnable函数中订阅它,在OnDisable函数中取消订阅。

void OnEnable()
{
player_bullet_mover.OnDamaged += damagedCallBack;
}

void OnDisable()
{
player_bullet_mover.OnDamaged -= damagedCallBack;
}
void damagedCallBack()
{
UnityEngine.Debug.Log("Damaged!");
}

您可以在此处了解更多信息。

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