尝试在预制件上使用玩家游戏对象时出现“类型不匹配”错误

问题描述 投票:0回答:1

我是一名彻头彻尾的 Unity 初学者。对于我的第一个项目,我正在尝试制作一款僵尸射击游戏。我有新的敌人要生成,还有一个玩家和所有东西,但是我拥有的敌人预制件并没有将我的玩家对象放入其脚本“输入”中以供角色追逐。如果我把它放进去,它会说“类型不匹配”。我该如何解决这个问题??

敌人脚本

using System.Runtime.CompilerServices;
using Unity.VisualScripting;
using UnityEditor.UI;
using UnityEngine;
using UnityEngine.UIElements;

public class EnemyFollow : MonoBehaviour
{
    public float moveSpeed = 5f; // The speed at which the enemy moves
    public float stoppingDistance = 2f; // The distance at which the enemy should stop following 
    
    public GameObject target;

    void Start() {
        target = GameObject.FindWithTag("Player");
    }
    private void Update()
    {

        if (transform.position.y <= -200) {
            Destroy(gameObject);
        }
        if (target != null)
        {
            // Calculate the direction to the target
            Vector3 direction = target.transform.position - transform.position;

            // Check if the distance to the target is greater than the stopping distance
            if (direction.magnitude > stoppingDistance)
            {
                // Move towards the target
                transform.Translate(direction.normalized * moveSpeed * Time.deltaTime, Space.World);
            }
                // Stop moving when close to the target
                // You can add additional logic here, such as attacking the target
        }
    }
}

玩家脚本

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

[RequireComponent(typeof(CharacterController))]
public class playerScript : MonoBehaviour
{
    public Camera playerCamera;
    public float walkSpeed = 6f;
    public float runSpeed = 12f;
    public float jumpPower = 7f;
    public float gravity = 10f;
    public float lookSpeed = 2f;
    public float lookXLimit = 45f;
    public float defaultHeight = 2f;
    public float crouchHeight = 1f;
    public float crouchSpeed = 3f;

    private Vector3 moveDirection = Vector3.zero;
    private float rotationX = 0;
    private CharacterController characterController;

    private bool canMove = true;

    void Start()
    {
        characterController = GetComponent<CharacterController>();
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    void Update()
    {
        Vector3 forward = transform.TransformDirection(Vector3.forward);
        Vector3 right = transform.TransformDirection(Vector3.right);

        bool isRunning = Input.GetKey(KeyCode.LeftShift);
        float curSpeedX = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0;
        float curSpeedY = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0;
        float movementDirectionY = moveDirection.y;
        moveDirection = (forward * curSpeedX) + (right * curSpeedY);

        if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
        {
            moveDirection.y = jumpPower;
        }
        else
        {
            moveDirection.y = movementDirectionY;
        }

        if (!characterController.isGrounded)
        {
            moveDirection.y -= gravity * Time.deltaTime;
        }

        if (Input.GetKey(KeyCode.R) && canMove)
        {
            characterController.height = crouchHeight;
            walkSpeed = crouchSpeed;
            runSpeed = crouchSpeed;

        }
        else
        {
            characterController.height = defaultHeight;
            walkSpeed = 6f;
            runSpeed = 12f;
        }

        characterController.Move(moveDirection * Time.deltaTime);

        if (canMove)
        {
            rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
            rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
            playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
            transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
        }
    }
}

我尝试过一些没有什么新意的东西,而且完全一无所知。抱歉,如果脚本中的内容很混乱或根本没有必要,我已经把所有东西都扔到墙上来修复它并计划在之后进行完善。

c# unity-game-engine game-engine
1个回答
0
投票

获取组件时需要指定对象

characterController = characterControllerObject.GetComponent<CharacterController>();

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