// Update is called once per frame public void AddScore() { Scorefollow scorefollow = GameObject.FindGameObjectWithTag("Score").GetComponent <Scorefollow>(); int numScore = scorefollow.score; scoreList.Add(new Score(numScore));//分数名字直接调变量,不用给出细节 }
void Death() { Scorefollow scorefollow = GameObject.FindGameObjectWithTag("Score").GetComponent <Scorefollow>(); scorefollow.addscore(); Text text = GameObject.FindGameObjectWithTag("ShowScore").GetComponent <Text>(); text.text = scorefollow.score.ToString(); SpriteRenderer[] renders = GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer s in renders) { s.enabled = false; } ren.enabled = true; if (deadEnemy != null) { ren.sprite = deadEnemy; } enemyBody.AddTorque(Random.Range(deathSpinMin, deathSpinMax)); Collider2D[] colliders = GetComponents <Collider2D>(); for (int i = 0; i < colliders.Length; i++) { colliders[i].isTrigger = true; } if (UI_100Points != null) { Vector3 ScorePos; ScorePos = transform.position; ScorePos.y += 1.6f; Instantiate(UI_100Points, ScorePos, Quaternion.identity); } bDeath = true; }