Method 1: Create a tag for each color then make sure that each object has it's tag assigned in the Editor. UseCompareTagto compare which color it collided with. Hereis a quick tutorial on how to create tags. void OnCollisionEnter(Collision bol) { if (bol.gameObject.CompareTag("blueBall"...
private string playerTag = "Player"; void OnTriggerEnter(Collider other) { bool isPlayer = other.gameObject.CompareTag(playerTag); } 1. 2. 3. 4. 5. 6. GameObject.CompareTag 不是唯一的;许多Unity函数调用具有其他版本,这些版本不会导致堆分配。例如,我们可以使用 Input.GetTouch() 和Input.touchCoun...
1.碰撞器连接到两个碰撞的游戏对象。如果碰撞器不是触发器,则调用函数OnCollisionEnter。如果是触发器,...
1.碰撞器连接到两个碰撞的游戏对象。如果碰撞器不是触发器,则调用函数OnCollisionEnter。如果是触发器,...
if (collision.gameObject.CompareTag("light")) { Debug.Log("collision"); rb2d.velocity = Vector2.zero; return; } // Zero out the ball's velocity rb2d.velocity = Vector2.zero; Debug.Log("gameovercollision"); // If the ball collides with something set it to dead... ...
CompareTag Checks the GameObject's tag against the defined tag. GetComponent Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any ...
CompareTag Checks the GameObject's tag against the defined tag. GetComponent Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any ...
3.更改我们检查游戏对象标签的方法。用“if (go.CompareTag (“Enemy”)”来代替“if (go.tag == “Enemy”)” 。在一个内部循环调用对象分配的标签属性以及拷贝额外内存,这是一个非常糟糕的做法。 4.对象库很棒,我们为所有动态游戏对象制作和使用库,这样在游戏运行时间内不会动态分配任何东西,不需要的时候所...
你在叫子弹自毁。你可能更想 private void OnTriggerEnter(Collider other){ if (other.CompareTag("Enemy")) { // Destroy the thing tagged enemy, not youself Destroy(other.gameObject); // Could still destroy the bullet itself as well Destroy (gameObject); }} ...
if (MyGameObject.CompareTag("MyTag")){ // ...}// Checks the tag on the GameObject it is attached toif (MyComponent.CompareTag("MyTag")){ // ...}// Checks if an Actor has this tagif (MyActor->ActorHasTag(FName(TEXT("MyTag"))){ // ...} view...