Unity学习之不同的怪物自动生成到自己的初始位置

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今天做了老鼠死亡自动生成在它自己本来所在的位置(笔者的每个老鼠的脚本都不一样,所以写比较麻烦一点,读者可写成一样,会容易操作一些)

public GameObject[] mouse;//拖入要生成的老鼠组

    string dieMouseName;

    float mouseTime=4;//老鼠生成的时间间隔

       void Start () {

          

       }

    void GetMouseName(string name) {

        dieMouseName = name;//从另一个脚本接受死亡老鼠的名字,用于克隆死亡的老鼠

    }

       void Update () {

        if (Mouse_Number.mouseNumber<5)//保证老鼠的总数在5

        {

            mouseTime-=Time.deltaTime;

            if(mouseTime<=0){

                if (dieMouseName == "Mouse1" || dieMouseName == "Mouse1(Clone)")//克隆的预设体名字后会自动加上(Clone

                {

                    GameObject mouse1 = GameObject.Instantiate(mouse[0], transform.TransformPoint(new Vector3(-1.803148f, 6.99492f, -3.670626f)), Quaternion.identity) as GameObject;

                    Mouse_Number.mouseNumber++;

                    mouseTime = 4;

                }

                else if (dieMouseName == "Mouse2" || dieMouseName == "Mouse2(Clone)")

                {

                    GameObject mouse2 = GameObject.Instantiate(mouse[1], transform.TransformPoint(new Vector3(-1.108377f, 6.994919f, -4.78252f)), Quaternion.identity) as GameObject;

                    Mouse_Number.mouseNumber++;

                    mouseTime = 4;

                }

                else if (dieMouseName == "Mouse3" || dieMouseName == "Mouse3(Clone)")

                {

                    GameObject mouse3 = GameObject.Instantiate(mouse[2], transform.TransformPoint(new Vector3(0.9038711f, 6.994919f, -5.041567f)), Quaternion.identity) as GameObject;

                    Mouse_Number.mouseNumber++;

                    mouseTime = 4;

                }

                else if (dieMouseName == "Mouse4" || dieMouseName == "Mouse4(Clone)")

                {

                    GameObject mouse4 = GameObject.Instantiate(mouse[3], transform.TransformPoint(new Vector3(-1.138228f, 6.994918f, -7.336784f)), Quaternion.identity) as GameObject;

                    Mouse_Number.mouseNumber++;

                    mouseTime = 4;

                }

            }

          

        }

       }

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