Sono nuovo di codifica e l'UnitàUnity 2D barra della salute
ho la barra della salute che appare sul mio schermo, ma non sono sicuro di come collegare la sceneggiatura Sanità della barra della salute per il mio script giocatore e il mio lettore di script di salute. Semplicemente, voglio fare in modo se il lettore viene colpito la mia barra di salute perderà un cuore
mio script barra della salute
using UnityEngine;
using System.Collections;
public class Health : MonoBehaviour {
public int startHealth;
public int healthPerHeart;
private int maxHealth;
private int currentHealth;
public Texture[] heartImages;
public GUITexture heartGUI;
private ArrayList hearts = new ArrayList();
// Spacing:
public float maxHeartsOnRow;
private float spacingX;
private float spacingY;
void Start() {
spacingX = heartGUI.pixelInset.width;
spacingY = -heartGUI.pixelInset.height;
AddHearts(startHealth/healthPerHeart);
}
public void AddHearts(int n) {
for (int i = 0; i <n; i ++) {
Transform newHeart = ((GameObject)Instantiate(heartGUI.gameObject,this.transform.position,Quaternion.identity)).transform; // Creates a new heart
newHeart.parent = transform;
int y = (int)(Mathf.FloorToInt(hearts.Count/maxHeartsOnRow));
int x = (int)(hearts.Count - y * maxHeartsOnRow);
newHeart.GetComponent<GUITexture>().pixelInset = new Rect(x * spacingX,y * spacingY,58,58);
newHeart.GetComponent<GUITexture>().texture = heartImages[0];
hearts.Add(newHeart);
}
maxHealth += n * healthPerHeart;
currentHealth = maxHealth;
UpdateHearts();
}
public void modifyHealth(int amount) {
currentHealth += amount;
currentHealth = Mathf.Clamp(currentHealth,0,maxHealth);
UpdateHearts();
}
void UpdateHearts() {
bool restAreEmpty = false;
int i =0;
foreach (Transform heart in hearts) {
if (restAreEmpty) {
heart.guiTexture.texture = heartImages[0]; // heart is empty
}
else {
i += 1; // current iteration
if (currentHealth >= i * healthPerHeart) {
heart.guiTexture.texture = heartImages[heartImages.Length-1]; // health of current heart is full
}
else {
int currentHeartHealth = (int)(healthPerHeart - (healthPerHeart * i - currentHealth));
int healthPerImage = healthPerHeart/heartImages.Length; // how much health is there per image
int imageIndex = currentHeartHealth/healthPerImage;
if (imageIndex == 0 && currentHeartHealth > 0) {
imageIndex = 1;
}
heart.guiTexture.texture = heartImages[imageIndex];
restAreEmpty = true;
}
}
}
}
}
mio script lettore
/// <summary>
/// Player controller and behavior
/// </summary>
public class PlayerScript : MonoBehaviour
{
public Health health;
/// <summary>
/// 1 - The speed of the ship
/// </summary>
public Vector2 speed = new Vector2(50, 50);
// 2 - Store the movement
private Vector2 movement;
void OnCollisionEnter2D(Collision2D collision)
{
bool damagePlayer = false;
// Collision with enemy
EnemyScript enemy = collision.gameObject.GetComponent<EnemyScript>();
if (enemy != null)
{
// Kill the enemy
HealthScript enemyHealth = enemy.GetComponent<HealthScript>();
if (enemyHealth != null) enemyHealth.Damage(enemyHealth.hp);
damagePlayer = true;
}
// Damage the player
if (damagePlayer)
{
HealthScript playerHealth = this.GetComponent<HealthScript>();
if (playerHealth != null) playerHealth.Damage(1);
}
}
void Update()
{
// 3 - Retrieve axis information
float inputX = Input.GetAxis("Horizontal");
float inputY = Input.GetAxis("Vertical");
// 4 - Movement per direction
movement = new Vector2(
speed.x * inputX,
speed.y * inputY);
// 5 - Shooting
bool shoot = Input.GetButtonDown("Fire1");
shoot |= Input.GetButtonDown("Fire2");
// Careful: For Mac users, ctrl + arrow is a bad idea
if (shoot)
{
WeaponScript weapon = GetComponent<WeaponScript>();
if (weapon != null)
{
// false because the player is not an enemy
weapon.Attack(false);
}
}
// 6 - Make sure we are not outside the camera bounds
var dist = (transform.position - Camera.main.transform.position).z;
var leftBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 0, dist)
).x;
var rightBorder = Camera.main.ViewportToWorldPoint(
new Vector3(1, 0, dist)
).x;
var topBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 0, dist)
).y;
var bottomBorder = Camera.main.ViewportToWorldPoint(
new Vector3(0, 1, dist)
).y;
transform.position = new Vector3(
Mathf.Clamp(transform.position.x, leftBorder, rightBorder),
Mathf.Clamp(transform.position.y, topBorder, bottomBorder),
transform.position.z
);
}
void FixedUpdate()
{
// 5 - Move the game object
rigidbody2D.velocity = movement;
}
void OnDestroy()
{
Application.LoadLevel("gameOver");
}
}
e sceneggiatura salute di mia giocatore
using UnityEngine;
/// <summary>
/// Handle hitpoints and damages
/// </summary>
public class HealthScript : MonoBehaviour
{
/// <summary>
/// Total hitpoints
/// </summary>
public int hp = 1;
/// <summary>
/// Enemy or player?
/// </summary>
public bool isEnemy = true;
/// <summary>
/// Inflicts damage and check if the object should be destroyed
/// </summary>
/// <param name="damageCount"></param>
public void Damage(int damageCount)
{
hp -= damageCount;
if (hp <= 0)
{
// 'Splosion!
SpecialEffectsHelper.Instance.Explosion(transform.position);
// Dead!
Destroy(gameObject);
}
}
void OnTriggerEnter2D(Collider2D otherCollider)
{
// Is this a shot?
ShotScript shot = otherCollider.gameObject.GetComponent<ShotScript>();
if (shot != null)
{
// Avoid friendly fire
if (shot.isEnemyShot != isEnemy)
{
Damage(shot.damage);
// Destroy the shot
Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script
}
}
}
}