你如何在 C# 中制作向玩家射击的光线投射? [关闭]

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【中文标题】你如何在 C# 中制作向玩家射击的光线投射? [关闭]【英文标题】:How do you make raycasts that shoot at the player in C#? [closed] 【发布时间】:2021-05-31 09:51:09 【问题描述】:

我一直在尝试做一个 fps 游戏,但卡在了敌人可以射击玩家的部分,我不太确定我能做什么。敌人继续漫游,而不是实际攻击玩家。更糟糕的是,他们有时会远离玩家。有人可以帮忙吗?

using UnityEngine;
using UnityEngine.AI;

public class EnemyAI : MonoBehaviour

public NavMeshAgent NavAgent;
public Transform Player;
public LayerMask GroundCheck, PlayerCheck;
public Transform EnemyPrototype;
public float range;
public float Damage;

public Vector3 WalkPoint; // Code for patrolling Around
bool WalkPointSet;
public float WalkPointRange;

public float SightRange, AttackRange;   // Code for checking when to engage in a firefight with the player
public bool PlayerInSight, AttackPlayer;

public float AttackCooldown; // Code for firefights with the player
bool AlreadyAttacked;

private void AIActive()

    Player = GameObject.Find("Player").transform;
    NavAgent = GetComponent<NavMeshAgent>();


private void Update()

    PlayerInSight = Physics.CheckSphere(transform.position, SightRange, PlayerCheck);
    AttackPlayer = Physics.CheckSphere(transform.position, AttackRange, PlayerCheck);

    if (!PlayerInSight && !AttackPlayer)
    
        Patrol();
    
    if (PlayerInSight && !AttackPlayer)
    
        Engage();
    
    if (PlayerInSight && AttackPlayer)
    
        FireAtPlayer();
    


private void Patrol() // The enemy will move in order to try and find the player

    if (!WalkPointSet)
    
        SearchWalkPoint();
    

    if (WalkPointSet)
    
        NavAgent.SetDestination(WalkPoint);
    

    Vector3 WalkPointDistance = transform.position - WalkPoint;

    if (WalkPointDistance.magnitude < 1f)
    
        WalkPointSet = false;
    


private void SearchWalkPoint()  // Makes a random point where the enemy would patrol

    float WalkZ = Random.Range(-WalkPointRange, WalkPointRange);
    float WalkX = Random.Range(-WalkPointRange, WalkPointRange);
    WalkPoint = new Vector3(transform.position.x + WalkX, transform.position.y, transform.position.z + WalkZ);
    if (Physics.Raycast(WalkPoint, -transform.up, 2f, GroundCheck))
    
        WalkPointSet = true;
    


private void Engage() // The enemy has found the player and will move towards them to get a better shot

    NavAgent.SetDestination(Player.position);


private void FireAtPlayer() // The enemy will now try to get a shot on the player

    NavAgent.SetDestination(transform.position);
    transform.LookAt(Player);
    if (!AlreadyAttacked)
    
        RaycastHit Hit;
        if (Physics.Raycast(EnemyPrototype.transform.position, EnemyPrototype.transform.forward, out Hit, range, PlayerCheck))
        
            Debug.Log(Hit.collider.name);

            Target target = Hit.transform.GetComponent<Target>();
            if (target != null)
            
                target.TakeDamage(Damage);
            
        
        AlreadyAttacked = true;
        Invoke(nameof(AttackReset), AttackCooldown);
    


private void AttackReset()

    AlreadyAttacked = false;


我不知道问题出在巡逻还是实际的射击代码,因为我对 C# 还很陌生,并且主要使用互联网上的教程来帮助我,但这次我不知道在哪里去

【问题讨论】:

【参考方案1】:

有很多事情需要检查。 PlayerInSightAttackPlayer 是否曾经评估为 true?如果不是,则可能意味着与您的 Player 关联的层不在 PlayerCheck LayerMask 中。

您可以在检查器中为您的 Player GameObject 分配层:

您可以在检查器中为您的 LayerMask 分配图层:

【讨论】:

感谢您的建议,看来我确实标记了玩家,并且在敌人脚本上确实有玩家层,但玩家没有分配层

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