如何使 Physics2D.OverlapBoxAll() 活动 x 时间,并且只与它碰撞的新对象交互?



我有一个非常简单的2D游戏,玩家被放置在左侧,而敌人被放置在右侧,他们向玩家移动。

玩家会用剑攻击敌人,我有这个当前的功能:

[SerializeField] int damage = 1;
[SerializeField] Transform attackPos;
[SerializeField] LayerMask whatIsEnemy;
[SerializeField] float attackRangeX;
[SerializeField] float attackRangeY;
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
DamageEnemies();
}
}
private void DamageEnemies()
{
Collider2D[] enemiesToDamage = Physics2D.OverlapBoxAll(attackPos.position, new Vector2(attackRangeX, attackRangeY), 0, whatIsEnemy);
for (int i = 0; i < enemiesToDamage.Length; i++)
{
enemiesToDamage[i].GetComponent<EnemyController>().TakeDamage(damage);
}
}

攻击Pos游戏对象只是放在玩家面前。 AttackRangeX和Y类似于玩家面前的正方形。

这种设置的问题在于,当按下攻击键时,它只会在该时间点与内部的敌人互动,这是一帧。

如何让碰撞激活5秒,但只对敌人造成一次伤害。我不希望它继续伤害它已经伤害的敌人。

您可以将已经损坏的敌人存储在列表中,如果您已经损坏了它们,则可以跳过它们。

对于较长的主动伤害,有些人更喜欢使用协程(IEnumerator(,但为了保持简单,我现在使用一个简单的计时器。

[SerializeField] int damage = 1;
[SerializeField] Transform attackPos;
[SerializeField] LayerMask whatIsEnemy;
[SerializeField] float attackRangeX;
[SerializeField] float attackRangeY;
// Adjust here how long the damage should take on (in seconds)
[SerializeField] float damageDuration = 5;
// This is the countdown timer for the damage
private float damageTimer;
// Flag that controls the damage mode
private bool isDamaging;
// Here you will store the already damaged enemies to skip them later
private List<Collider2D> alreadyDamagedEnemies = new List<Collider2D>();
private void Start()
{
// Initialize the timer
damageTimer = damageDuration;
}
private void Update()
{
// only take keyboard input if not already damaging
// to prevent a peanant press
if(!isDamaging)
{
// Hint: If you want you could with a second timer at this point add
// a cooldown so you can not directly atack again right after the damage duration
// Just thought it might be interesting for you so I leave it as a homework ;) 
if (Input.GetKeyDown(KeyCode.A))
{
// Only activate the damaging
isDamaging = true;
}
}
else // We are currently in damage mode
{
// If end of timer reset and leave damage mode
if(damageTimer <= 0)
{
// Reset the timet
damageTimer = damageDuration;
// Switch off damage mode
isDamaging = false;
// Reset the list
alreadyDamagedEnemies.Clear();
}
// else make damage and redue the timer
else
{
DamageEnemies();
// Reduce the timer by the time passed since last frame
damageTimer-= Time.deltaTime;
}
}
}
private void DamageEnemies()
{
Collider2D[] enemiesToDamage = Physics2D.OverlapBoxAll(attackPos.position, new Vector2(attackRangeX, attackRangeY), 0, whatIsEnemy);
foreach (var currentEnemy in enemiesToDamage)
{
// Skip if you already damaged this enemy
if(alreadyDamagedEnemies.Contains(currentEnemy) continue;
currentEnemy.GetComponent<EnemyController>().TakeDamage(damage);
// Add the damaged enemy to the list
alreadyDamagedEnemies.Add(currentEnemy);
}
}

此示例假设您按一次 A,但如果同时松开该键,则也会执行整整 5 秒的损坏。

如果您希望它仅在按下键期间发生,并且最多 5 秒,我相信您将能够使用
if(Input.GetKey(KeyCode.A)){ ... }自行解决。

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