在我的脚本中,我在变换位置(prefabObstacles
数组)实例化障碍物(预制件存储在emptyTransforms
数组中)。此脚本附加到gameobject
,这是世界的一部分。该段被动态实例化并销毁。
public class ObstaclePlacer : MonoBehaviour
{
public int obstaclesAmmount;
public GameObject[] prefabObstacles;
public Transform[] emptyTransforms;
public GameObject[] obstacles;
void Start()
{
GenerateObstacles();
}
void GenerateObstacles()
{
for(int i = 0; i < Random.Range(0,obstaclesAmmount); i++)
{
GameObject objToSpawn = prefabObstacles[Random.Range(0, prefabObstacles.Length)];
obstacles[i] = Instantiate(objToSpawn, (emptyTransforms[Random.Range(0, emptyTransforms.Length)].position+new Vector3(0.0f, 1.0f)), Quaternion.identity) as GameObject;
}
}
void OnDestroy()
{
foreach(GameObject item in obstacles)
{
Destroy(item);
}
}
}
正在发生此错误:
不允许销毁资产以避免数据丢失 如果您确实要删除资产,请使用
DestroyImmediate (theObject, true);
UnityEngine.Object:消灭(对象)
ObstaclePlacer:OnDestroy()(在Assets / Scripts / ObstaclePlacer.cs:37)
仅当障碍物阵列大小固定时才有效。
你知道我该如何解决这个问题吗? 如果您需要更多细节,请问我。谢谢你的帮助!
答案 0 :(得分:1)
我认为这里主要的断开是理解数组如何在C#中工作。初始化时必须声明数组的长度,这与其他集合(如通用列表)不同,后者允许您根据需要动态增大或缩小列表。各种集合和数组之间存在更深层次的差异,在您确定哪种集合和数组最适合您的应用程序之前,您需要了解它们。
此示例显示如何在行为脚本的上下文中声明和初始化数组和GameObjects类型的泛型列表的实例,显然,您希望在实际脚本中使用其中一个。
class ObstaclePlacer : MonoBehaviour
{
public int obstaclesAmmount;
public GameObject [] obstaclesArray;
public List<GameObject> obstaclesList;
public void Start ()
{
var random = new System.Random();
//Get the desired size of your array.
obstaclesAmmount = random.Next(0, 100);
//Initialize an array with the size of your random number
obstaclesArray = new GameObject [obstaclesAmmount];
//Or use a list which allows your to dynamically add elements later.
obstaclesList = new List<GameObject> ();
GenerateObstacles ();
}
void GenerateObstacles ()
{
for (int i = 0; i < obstaclesAmmount; i++) {
var gameObject = new GameObject();
obstaclesArray[i] = gameObject;
obstaclesList.Add(gameObject);
}
}
void OnDestroy ()
{
foreach (GameObject item in obstaclesArray) {
//Destroy (item);
Console.WriteLine ("Destroy (item); in obstaclesArray");
}
foreach (GameObject item in obstaclesList) {
//Destroy (item);
Console.WriteLine ("Destroy (item); in obstaclesList");
}
}
}