我在Unity中做了一款游戏,里面有“敌人”在里面滋生(由玩家的脚本控制),我用的是敌人的预制板,我有敌人在里面,但是寻路不起作用。我知道为什么-当你引用玩家变换的时候,当敌人在场景中时,会有一个链接,但是一旦敌人是预制的,它就不能访问玩家的组件,因为它不在场景中。我做了一些研究,找到了答案-我需要像平常一样实例化敌人,但将其设置为一个变量,例如enemyGO,然后通过enemyGO.GetComponent<AIDestinationSetter>().target = gameObject访问敌人的AIDestinationSetter脚本-这将把寻路目标的target值分配给玩家(gameObject)。这一切都可以很好地工作,但它一直说它找不到AIDestinationSetter组件。经过一段时间的修补后,事实证明(我认为)这是因为在脚本中,AIDestinationSetter位于一个名称空间中。
下面是AIDestinationSetter代码:
using UnityEngine;
using System.Collections;
namespace Pathfinding {
/// <summary>
/// Sets the destination of an AI to the position of a specified object.
/// This component should be attached to a GameObject together with a movement script such as AIPath, RichAI or AILerp.
/// This component will then make the AI move towards the <see cref="target"/> set on this component.
///
/// See: <see cref="Pathfinding.IAstarAI.destination"/>
///
/// [Open online documentation to see images]
/// </summary>
[UniqueComponent(tag = "ai.destination")]
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_a_i_destination_setter.php")]
public class AIDestinationSetter : VersionedMonoBehaviour {
/// <summary>The object that the AI should move to</summary>
public Transform target; // THIS IS THE VARIABLE I'M TRYING TO ACCESS
IAstarAI ai;
void OnEnable () {
ai = GetComponent<IAstarAI>();
// Update the destination right before searching for a path as well.
// This is enough in theory, but this script will also update the destination every
// frame as the destination is used for debugging and may be used for other things by other
// scripts as well. So it makes sense that it is up to date every frame.
if (ai != null) ai.onSearchPath += Update;
}
void OnDisable () {
if (ai != null) ai.onSearchPath -= Update;
}
/// <summary>Updates the AI's destination every frame</summary>
void Update () {
if (target != null && ai != null) ai.destination = target.position;
}
}
}下面是我尝试访问脚本的位置:
public GameObject enemyGO; // creating the empty variable
// and then further on in the script:
Vector2 spawnPos = GameObject.Find("Player").transform.position;
spawnPos += Random.insideUnitCircle.normalized * spawnRadius;
enemyGO = Instantiate(gameObject, spawnPos, Quaternion.identity);
enemyGO.GetComponent<Pathfinding>().target = spawnPos;如果可能的话,请帮助我,我已经试着解决这个问题好几个小时了!谢谢
发布于 2020-11-26 03:56:10
你可能会宁可
GetComponent<Pathfinding.AIDestinationSetter>或拥有
using Pathfinding;在您的脚本之上,只需使用
GetComponent<AIDestinationSetter>您当前正在尝试为GetComponent提供一个名称空间,这显然是行不通的
https://stackoverflow.com/questions/65011415
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