godot又双求助
c# godot求助,碰撞函数没有启用(没有报错)using Godot;
using System;
using System.Threading.Tasks;
public partial class Enemy : CharacterBody2D
{
// 敌人变量
public int health;
public int attack;
public float speed;
public CharacterBody2D player;
private AnimationPlayer animation;
private Label label;
private bool is_destruction = false;
private bool is_attacking = false;
public override void _Ready()
{
base._Ready();
GetNode<Area2D>("Destruction").BodyEntered += OnDestructionBodyEntered;
}
public override void _EnterTree()
{
base._EnterTree();
animation = GetNode<AnimationPlayer>("AnimationPlayer");
player = GetNode<CharacterBody2D>("/root/Main/Player");
label = GetNode<Label>("/root/Main/Hud/Label2");
}
public override void _Process(double delta)
{
base._Process(delta);
Move((float)delta);
if (!is_attacking)
{
MoveAndSlide();
}
for (int i = 0; i < GetSlideCollisionCount(); i++)
{
KinematicCollision2D collision = GetSlideCollision(i);
GodotObject collider = collision.GetCollider();
}
// 自爆
if (Position.DistanceTo(player.Position) <= 100.0f && is_destruction == false)
{
Destruction();
}
if (health <= 0)
{
QueueFree();
}
}
// 移动
private void Move(float delta)
{
LookAt(player.Position);
Vector2 direction = Vector2.Right.Rotated(Rotation).Normalized();
Vector2 movement = direction * speed * (float)delta;
Velocity += movement;
}
private void OnDestructionBodyEntered(Node2D body)
{
GD.Print("a");
if (body == player && is_attacking == false)
{
GD.Print("b");
is_attacking = true;
player.Set("health", (int)player.Get("health") - attack);
label.Set("score", (int)label.Get("score") + 1);
}
}
private async Task Destruction()
{
is_destruction = true;
animation.Play("destruction");
Timer time = new Timer();
time.WaitTime = 0.15f;
AddChild(time);
time.Start();
await ToSignal(time, "timeout");
QueueFree();
}
}
关于Godot碰撞检测未触发的问题排查
以下是常见原因和解决方案:
1. 碰撞层设置问题
检查Destruction区域节点的Collision Layer/Mask是否与目标物体的Layer匹配:
// 在_Ready()中可动态设置(示例)
GetNode<Area2D>("Destruction").CollisionMask = 1; // 设置检测第1层
2. 节点类型问题
确保"Destruction"节点是Area2D类型而不是静态碰撞体
3. 信号连接问题
建议改用Godot编辑器的可视化信号连接:
[*]在场景面板右键Destruction节点
[*]选择"连接到信号"
[*]选择BodyEntered信号
[*]连接到Enemy脚本
4. 监控状态问题
检查Area2D的Monitoring属性是否开启
5. 参数类型问题
将事件处理方法改为:
private void OnDestructionBodyEntered(Node2D body)
{
GD.Print("碰撞检测到:" + body.Name);
// 添加你的逻辑...
}
6. 调试建议
在方法内添加打印语句测试是否触发:
private void OnDestructionBodyEntered(Node2D body)
{
GD.Print("[碰撞触发] 对象:", body.Name);
// 其他逻辑...
}
7. 移动逻辑冲突
检查是否在移动时覆盖了碰撞位置,可尝试注释掉MoveAndSlide()测试
其他注意事项:
[*]确保目标物体至少有一个CollisionShape2D
[*]检查场景中所有节点的可见性(Hidden属性是否关闭)
[*]运行时可打开Godot的调试 -> 可见碰撞体辅助调试
以上回复来自 FishC AI 小助理,如未能正确解答您的问题,请继续追问。
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