public class MonsterSpawner : MonoBehaviour { public GameObject monster1Prefab; public GameObject monster2Prefab; public Collider spawnArea; private void Start() { // Check if the spawnArea Collider is set if (spawnArea == null) { Debug.LogError("Spawn area is not set!"); } } private void Update() { // Check if there are any colliders in the spawn area Collider[] colliders = Physics.OverlapBox(spawnArea.bounds.center, spawnArea.bounds.extents); if (colliders.Length > 0) { // Spawn monsters in the spawn area Vector3 spawnPos = spawnArea.bounds.center; spawnPos.y = 0; // Set spawn position at ground level Instantiate(monster1Prefab, spawnPos, Quaternion.identity); Instantiate(monster2Prefab, spawnPos, Quaternion.identity); } } }给每条增加注释
时间: 2024-02-14 18:05:08 浏览: 136
```csharp
public class MonsterSpawner : MonoBehaviour {
// 怪物1的预制件
public GameObject monster1Prefab;
// 怪物2的预制件
public GameObject monster2Prefab;
// 限制生成区域的Collider
public Collider spawnArea;
private void Start() {
// 检查是否设置了限制生成区域的Collider
if (spawnArea == null) {
Debug.LogError("Spawn area is not set!");
}
}
private void Update() {
// 检查限制生成区域内是否有Collider
Collider[] colliders = Physics.OverlapBox(spawnArea.bounds.center, spawnArea.bounds.extents);
if (colliders.Length > 0) {
// 在限制生成区域内生成怪物1和怪物2
Vector3 spawnPos = spawnArea.bounds.center;
spawnPos.y = 0; // 将生成位置设置在地面上
Instantiate(monster1Prefab, spawnPos, Quaternion.identity);
Instantiate(monster2Prefab, spawnPos, Quaternion.identity);
}
}
}
```
以上是增加了注释的代码,注释中详细解释了每个变量和函数的作用。
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