我在Unity工作,为地形隐藏/显示代码编写了一些C#。 代码可以运行,但有没有办法重写这个,这样每次遇到其中一个非常简单的情况时,我都不必继续编写这个loooong代码?
以下是与此部分相关的变量:
// ...
private int terLevel = 0;
private GameObject[] t0;
private GameObject[] t1;
private GameObject[] t2;
private GameObject[] t3;
private GameObject[] t4;
private GameObject[] t5;
以下是我的启动功能的相关部分:
void Start ()
{
// ...
t0 = GameObject.FindGameObjectsWithTag ("T0");
t1 = GameObject.FindGameObjectsWithTag ("T1");
t2 = GameObject.FindGameObjectsWithTag ("T2");
t3 = GameObject.FindGameObjectsWithTag ("T3");
t4 = GameObject.FindGameObjectsWithTag ("T4");
t5 = GameObject.FindGameObjectsWithTag ("T5");
}
以下是我要在更新功能中修复的主要部分:
void Update ()
{
// ...
if(terLevel <= 0)
{
foreach(GameObject i in t1)
i.renderer.enabled = false;
foreach(GameObject i in t2)
i.renderer.enabled = false;
foreach(GameObject i in t3)
i.renderer.enabled = false;
foreach(GameObject i in t4)
i.renderer.enabled = false;
foreach(GameObject i in t5)
i.renderer.enabled = false;
}
else
{
if(terLevel == 1)
{
foreach(GameObject i in t1)
i.renderer.enabled = true;
foreach(GameObject i in t2)
i.renderer.enabled = false;
foreach(GameObject i in t3)
i.renderer.enabled = false;
foreach(GameObject i in t4)
i.renderer.enabled = false;
foreach(GameObject i in t5)
i.renderer.enabled = false;
}
else
{
if(terLevel == 2)
{
foreach(GameObject i in t1)
i.renderer.enabled = true;
foreach(GameObject i in t2)
i.renderer.enabled = true;
foreach(GameObject i in t3)
i.renderer.enabled = false;
foreach(GameObject i in t4)
i.renderer.enabled = false;
foreach(GameObject i in t5)
i.renderer.enabled = false;
}
else
{
if(terLevel == 3)
{
foreach(GameObject i in t1)
i.renderer.enabled = true;
foreach(GameObject i in t2)
i.renderer.enabled = true;
foreach(GameObject i in t3)
i.renderer.enabled = true;
foreach(GameObject i in t4)
i.renderer.enabled = false;
foreach(GameObject i in t5)
i.renderer.enabled = false;
}
else
{
if(terLevel == 4)
{
foreach(GameObject i in t1)
i.renderer.enabled = true;
foreach(GameObject i in t2)
i.renderer.enabled = true;
foreach(GameObject i in t3)
i.renderer.enabled = true;
foreach(GameObject i in t4)
i.renderer.enabled = true;
foreach(GameObject i in t5)
i.renderer.enabled = false;
}
else
{
if(terLevel >= 5)
{
foreach(GameObject i in t1)
i.renderer.enabled = true;
foreach(GameObject i in t2)
i.renderer.enabled = true;
foreach(GameObject i in t3)
i.renderer.enabled = true;
foreach(GameObject i in t4)
i.renderer.enabled = true;
foreach(GameObject i in t5)
i.renderer.enabled = true;
}}}}}}
}
可怕的不是它。想象一下,如果我有超过5个地形图层,我会在完成代码之前死掉。
必须有答案 0 :(得分:2)
首先将所有游戏对象放入一个阵列中:
private GameObject[][] ts = new GameObject[6][];
从那里休息变得非常简单。首先填充:
void Start ()
{
for (int i = 0 ; i < 6 ; i++)
{
ts[i] = GameObject.FindGameObjectsWithTag(string.Format("T{0}", i));
}
}
并更新:
void Update ()
{
for (int i = 0 ; i < 6 ; i++)
{
foreach(GameObject t in ts)
t.renderer.enabled = i > terLevel;
}
}
答案 1 :(得分:1)
快速拍摄:
foreach(GameObject i in t1)
i.renderer.enabled = terLevel > 0;
foreach(GameObject i in t2)
i.renderer.enabled = terLevel > 1;
foreach(GameObject i in t3)
i.renderer.enabled = terLevel > 2;
foreach(GameObject i in t4)
i.renderer.enabled = terLevel > 3;
foreach(GameObject i in t5)
i.renderer.enabled = terLevel > 4;