unity3d 如何根据分数改变产卵预制件的规模?

yrdbyhpb  于 2023-06-06  发布在  其他
关注(0)|答案(1)|浏览(140)

我正试着在游戏中随着分数的上升而缩放预制件。我试着在预制件本身添加一个简单的比例脚本,它起作用了。不过,它只对已经刷新出来的预制件进行缩放,后面继续刷新出来的预制件,依旧保持原来的大小。因此,我将脚本从预制件中删除,并将代码放入对象生成器中。
我把这个脚本放在update函数中,试图让对象按比例缩放。

if (currentScore >= recScore && objectScale == false)
{
    objectScale = true;

    if (objectScale == true)
    {
        objects.transform.localScale += new Vector3(-0.1f, -0.1f, -0.1f);
    }

    if (currentScore == 0)
    {
        objectScale = false;
    }
}

问题是对象的“对象”。transform.localscale在“spawn”函数中,我不确定如何在更新中访问它。
所以,然后我试图像这样在spawn函数中添加代码,但这对我没有任何帮助。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ObjectSpawn : MonoBehaviour
{
    [SerializeField]
    float[] percentages;

    public GameObject[] prefab;

    public float spawnRate = 1f;
    public float minHeight = -1f;
    public float maxHeight = 1f;

    public int recScore = 3;
    private int currentScore;

    private bool objectScale = false;
    private bool spawnPointPosition = false;
    private float resetSpawnPoint;

    private void OnEnable()
    {
        InvokeRepeating(nameof(Spawn), spawnRate, spawnRate);
    }

    private void OnDisable()
    {
        CancelInvoke(nameof(Spawn));
    }

    private void Spawn()
    {
        GameObject objects = Instantiate(prefab[GetRandomSpawn()], transform.position, 
        Quaternion.identity);   
        objects.transform.position += Vector3.up * Random.Range(minHeight, maxHeight);
        objects.transform.SetParent(transform);
        
        if (currentScore >= recScore && objectScale == false)
        {
            objectScale = true;

            if (objectScale == true)
            {
                objects.transform.localScale += new Vector3(-0.1f, -0.1f, -0.1f);
            }

            if (currentScore == 0)
            {
                objectScale = false;
            }
        }
    }

    private int GetRandomSpawn()
    {
        float random = Random.Range(0f, 1f);
        float numForAdding = 0;
        float total = 0;
        for(int i = 0; i < percentages.Length; i++)
        {
            total += percentages[i];
        }

        for(int i =0; i < prefab.Length; i++)
        {
            if (percentages[i] / total + numForAdding >= random)
            {
                return i;
            }
            else
            {
                numForAdding += percentages[i] / total;
            }
        }
        return 0;
    }

    private void Update()
    {
        currentScore = GameManager.gameManager.repeatScore;
        resetSpawnPoint = GameManager.gameManager.score;

        if (currentScore >= recScore && spawnPointPosition == false)
        {
            spawnPointPosition = true;

            if (spawnPointPosition == true)
            {
                gameObject.transform.position += new Vector3(0f, 0f, 0f);
            }

        }

        if (currentScore == 0)
        {
            spawnPointPosition = false;
        }

        if (resetSpawnPoint == 0)
        {
            gameObject.transform.position = new Vector3(20f, 0f, 0f);
        }
    }
}

我想知道,是否有可能在更新中访问spawn函数中的“对象”,以便在预制件生成之前在内部对其进行缩放?

lh80um4z

lh80um4z1#

这应该是可能的:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ObjectSpawn : MonoBehaviour
{
    [SerializeField]
    float[] percentages;

    public GameObject[] prefab;

    public float spawnRate = 1f;
    public float minHeight = -1f;
    public float maxHeight = 1f;

    public int recScore = 3;
    private int currentScore;

    private bool objectScale = false;
    private bool spawnPointPosition = false;
    private float resetSpawnPoint;

    private List<GameObject> spawnedObjects = new List<GameObject>(); // Store references to the spawned objects
    private Vector3 initialScale; // Store the initial scale of the prefab

    private void OnEnable()
    {
        InvokeRepeating(nameof(Spawn), spawnRate, spawnRate);
    }

    private void OnDisable()
    {
        CancelInvoke(nameof(Spawn));
    }

    private void Spawn()
    {
        GameObject spawnedObject = Instantiate(prefab[GetRandomSpawn()], transform.position, Quaternion.identity);
        spawnedObject.transform.position += Vector3.up * Random.Range(minHeight, maxHeight);
        spawnedObject.transform.SetParent(transform);
        
        // Store the initial scale of the prefab if it hasn't been stored yet
        if (initialScale == Vector3.zero)
        {
            initialScale = spawnedObject.transform.localScale;
        }
        
        spawnedObjects.Add(spawnedObject);

        if (currentScore >= recScore && objectScale == false)
        {
            objectScale = true;

            if (objectScale == true)
            {
                ScaleSpawnedObjects();
            }

            if (currentScore == 0)
            {
                objectScale = false;
            }
        }
    }

    private void ScaleSpawnedObjects()
    {
        Vector3 reductionFactor = new Vector3(0.9f, 0.9f, 0.9f); // Adjust this value to control the scaling
        
        foreach (GameObject spawnedObject in spawnedObjects)
        {
            spawnedObject.transform.localScale = Vector3.Scale(spawnedObject.transform.localScale, reductionFactor);
        }
    }

    private int GetRandomSpawn()
    {
        // ... (your existing code)
    }

    private void Update()
    {
        currentScore = GameManager.gameManager.repeatScore;
        resetSpawnPoint = GameManager.gameManager.score;

        // ... (your existing code)
    }
}

编辑:我引入了一个单独的方法,称为ScaleSpawnedObject(),它将衍生对象的比例乘以缩小因子。调整reductionFactor值以控制缩放效果。当Spawn()函数中满足评分条件时,调用此方法。

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