public class Blogs : MonoBehaviour { private bool isMoving = false; private Vector2 moveDirection; private float moveDistance; public float speed; float timeTemp; public Vector2 clickPosition; public Transform targetPoint; public Vector3 localPosition; // Start is called before the first frame update void Start() { moveDirection = clickPosition - (Vector2)transform.position; moveDistance = moveDirection.magnitude; moveDirection.Normalize(); isMoving = true; Destroy(gameObject, 0.3f); } // 子弹方向 void Update() { if (isMoving) { transform.position += (Vector3)moveDirection * speed * Time.deltaTime; moveDistance -= speed * Time.deltaTime; if (moveDistance <= 0f) { isMoving = false; Destroy(gameObject); } } } }优化不和特定标签物品发生碰撞
时间: 2023-06-16 16:04:01 浏览: 190
你可以使用Physics2D.IgnoreLayerCollision函数来忽略与特定标签物品的碰撞。首先,你需要在Project Settings -> Physics2D中设置相应的层。然后,在Blogs脚本中,在Start函数中添加以下代码:
```
int bulletLayer = LayerMask.NameToLayer("Bullet"); // 替换成你自己设置的层名
int ignoreLayer = LayerMask.NameToLayer("IgnoreCollision"); // 替换成你自己设置的层名
Physics2D.IgnoreLayerCollision(bulletLayer, ignoreLayer);
```
这将使层为"Bullet"的物体忽略与层为"IgnoreCollision"的物体的碰撞。请确保将忽略碰撞的层名替换成你在Project Settings中设置的实际层名。
相关问题
using System.Collections; using System.Collections.Generic; using UnityEngine; public class enemy : MonoBehaviour { public Transform target; float timeTemp; public float speed; public Transform protagonists; public int direction; public int hp; public int kills; public int level; public GameObject bulletPrefab; private kill kill; // Start is called before the first frame update void Start() { kill = GameObject.Find("kill").GetComponent<kill>(); } // Update is called once per frame void Update() { Move(); hpes(); automatic(); } // 控制敌人移动 public void Move() { if (Time.time - timeTemp >= 2) { direction = Random.Range(0, 4); } if (direction == 0) { this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime); } else if (direction == 2) { this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime); } else if (direction == 3) { this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime); } else if (direction == 1) { this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime); } } //判断死亡 public void hpes() { if (hp <= 0) { Destroy(this.gameObject); kill.IncreaseKillCount(); } } // 判断是否受伤 public void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "zhi2") { Destroy(collision.gameObject); hp = hp - 1; } } // 靠近自动攻击 public void automatic() { if (Time.time - timeTemp >= 3) { float distance = Vector3.Distance(transform.position, target.position); Debug.Log(distance); if (distance <= 2) { GameObject Player = GameObject.Find("protagonists"); Vector2 clickPosition = Player.transform.position; GameObject ins = Instantiate(bulletPrefab); ins.GetComponent<Blogs>().clickPosition = clickPosition; if (direction == 0) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f); } else if (direction == 2) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f); } else if (direction == 3) { ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y); } else if (direction == 1) { ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y); } } timeTemp = Time.time; } } }代码
这是一个用C#编写的Unity游戏脚本,用于控制游戏中的敌人。脚本中包含了敌人的移动、受伤、死亡和自动攻击等功能。
在Start()函数中,通过Find()方法找到游戏中的“kill”对象,并将其组件赋值给kill变量。
在Update()函数中,调用了Move()、hpes()和automatic()函数。
Move()函数控制敌人的移动,根据时间间隔和随机方向来改变敌人的移动方向。
hpes()函数用于判断敌人是否死亡,当敌人的hp小于等于0时,销毁敌人并调用IncreaseKillCount()方法增加玩家的杀敌数。
OnCollisionEnter2D()函数用于判断敌人是否被攻击,当敌人与“zhi2”标签的游戏对象碰撞时,减少敌人的hp值。
automatic()函数用于判断敌人是否靠近玩家并自动攻击,当敌人靠近玩家时,创建一个子弹对象并进行攻击。
注:该代码只是一个脚本,需要在Unity游戏引擎中使用。
js 把字符串转jsonArray "[{fd_zj_materialCode_dataModelName=, fd_zj_materialCode_dataFdId=, fd_zj_machine_series_code=18, fd_zj_screw=46/B, fd_zj_crm_flag=同步成功, fd_zj_quantity=1.0, fd_zj_delivery_date_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=2023-02-13}], fd_zj_materialCode_dataSourceId=, fd_zj_materialCode=2260933346643275, fd_zj_demand_desc_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=1、配镀铬混炼B螺杆 2、加装 抽芯一组 3、加装吹风一组}], fd_zj_materialCode_selectedDatas=, fd_zj_crm_flag_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=}], fd_zj_remark=, fd_zj_machine_series_desc_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=JM168-MK6.6/A注塑机}], fd_zj_materialCode_text=2F800-000000000, fd_zj_quantity_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=1.0}], fd_zj_machine_series_desc=JM168-MK6.6/A注塑机, fd_zj_factory_source_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=null}, {id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:02:22 CST 2023, name=蓝凌, data=震德机}], fd_zj_remark_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=}], fd_zj_screw_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=46/B}], fd_zj_factory_source=3.0, fd_zj_delivery_date=Mon Feb 13 00:00:00 CST 2023, fd_zj_assess=null, fd_zj_demand_desc=1、配镀铬混炼B螺杆 2、加装 抽芯一组 3、加装吹风一组, fdId=18630410f7c0108ea5df44646d5acea6, fd_zj_machine_series_code_record=[{id=16eeff527815c214b0af8404e9e9e1cf, time=Wed Feb 08 17:00:15 CST 2023, name=蓝凌, data=18}]}]"
您可以使用 JSON.parse() 方法将该字符串转换为 JSON 数组,代码如下:
```javascript
var jsonArray = JSON.parse('[{"fd_zj_materialCode_dataModelName":"","fd_zj_materialCode_dataFdId":"","fd_zj_machine_series_code":"18","fd_zj_screw":"46/B","fd_zj_crm_flag":"同步成功","fd_zj_quantity":"1.0","fd_zj_delivery_date_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":"2023-02-13"}],"fd_zj_materialCode_dataSourceId":"","fd_zj_materialCode":"2260933346643275","fd_zj_demand_desc_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":"1、配镀铬混炼B螺杆 2、加装 抽芯一组 3、加装吹风一组"}],"fd_zj_materialCode_selectedDatas":"","fd_zj_crm_flag_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":""}],"fd_zj_remark":"","fd_zj_machine_series_desc_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":"JM168-MK6.6/A注塑机"}],"fd_zj_materialCode_text":"2F800-000000000","fd_zj_quantity_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":"1.0"}],"fd_zj_machine_series_desc":"JM168-MK6.6/A注塑机","fd_zj_factory_source_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":null},{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:02:22 CST 2023","name":"蓝凌","data":"震德机"}],"fd_zj_remark_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":""}],"fd_zj_screw_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":"46/B"}],"fd_zj_factory_source":"3.0","fd_zj_delivery_date":"Mon Feb 13 00:00:00 CST 2023","fd_zj_assess":null,"fd_zj_demand_desc":"1、配镀铬混炼B螺杆 2、加装 抽芯一组 3、加装吹风一组","fdId":"18630410f7c0108ea5df44646d5acea6","fd_zj_machine_series_code_record":[{"id":"16eeff527815c214b0af8404e9e9e1cf","time":"Wed Feb 08 17:00:15 CST 2023","name":"蓝凌","data":"18"}]}]');
```
这样,您就可以使用 jsonArray 数组来访问该 JSON 数据了。注意,该字符串中的键名需要使用双引号包裹起来,否则无法正确解析。
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