我在游戏对象(此处简化)上有一个脚本组件,在创建时使用testObject.setActive(false)
禁用。
using UnityEngine;
public TestObject : MonoBehaviour {
public int testValue = 5;
void Start() {
testValue = 0;
}
public int GetTestValue() {
return testValue;
}
}
在禁用之前,GetTestValue的返回值为0.一旦我重新启用该对象,返回值为5.
Unity文档说:
使GameObject处于非活动状态将禁用每个组件...您附加到GameObject的任何脚本将不再具有调用的Update()...
然而,组件的行为向我表明,脚本制作的MonoBehaviour并未真正被禁用,而是被销毁。如果只有Update()
停止被调用,那么它如何解释失去状态?
这里的基本问题是:在不破坏脚本的情况下临时禁用脚本的预期方法是什么?
答案 0 :(得分:1)
实际发生的是Start()
函数仅在对象的生命周期中调用一次。所以在开始时它被调用并将值设置为0.但是当你禁用它并重新激活它时,它就不会被调用。
这并没有改变这样一个事实:即使在停用并重新激活脚本之后,您的值仍然应该相同(正如我们在评论部分中所述)。
使用OnEnable()
的一种方法是使用private void OnEnable()
{
testValue = 0;
}
,每次脚本设置为活动时都会调用它。 More info on OnEnable:
当对象启用并激活时,将调用此函数。
因此,在您的脚本中,您将拥有:
//Test Game Class, Implements the StandardFades
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferStrategy;
public class TestGame extends Canvas implements Runnable{
private static final long serialVersionUID = -7267473597604645224L;
private Thread thread;
private boolean running = false;
private boolean consoleFPS = true;
private boolean titleFPS = true;
private TestWindow window;
//Fade objects, two is for a really long timer to test to see if they would transition at different times
StandardFade one = new StandardFade(Color.RED,Color.BLUE,.005);
StandardFade two = new StandardFade(Color.RED,Color.GREEN,.00000000000000001);
StandardFade three = new StandardFade(Color.RED,Color.YELLOW,.000005);
private int currentFPS;
private int frames;
public int levelNum;
public TestGame(int width, int height, String title){
this.window = new TestWindow(width,height, title, this);
this.initFades();
this.start();
}
private synchronized void start(){
if(running)
return;
else{
this.thread = new Thread(this);
this.thread.start();
this.running = true;
}
}
private synchronized void stop(){
if(!this.running)
return;
else{
try{
this.thread.join();
}catch(InterruptedException e){
e.printStackTrace();
}
this.running = false;
System.exit(0);
}
}
/**
* This game loop was provided by online sources, though there are many examples
* of a game loop online.
*
* @author RealTutsGML
*/
public void run() {
requestFocus(); //Focuses the click/input on the frame/canvas.
long lastTime = System.nanoTime(); //The current system's nanotime.
double ns = 1000000000.0 / 60.0; //Retrieves how many nano-seconds are currently in one tick/update.
double delta = 0; //How many unprocessed nanoseconds have gone by so far.
long timer = System.currentTimeMillis();
int frames = 0; //The frames per second.
int updates = 0; //The updates per second.
while (running) {
boolean renderable = false; //Determines if the game should render the actual graphics.
long now = System.nanoTime();//At this point, the current system's nanotime once again.
delta += (now - lastTime) / ns;
lastTime = now;
//If the amount of unprocessed ticks is or goes above one...
//Also determines if the game should update or not/render. Approximately sixty frames per second.
while (delta >= 1) {
tick();
delta--;
updates++;
renderable = true;
}
if(renderable){
frames++;
render();
}
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(frames);
updates = 0;
frames = 0;
}
}
this.stop();
}
/**
* This method should tick everything that needs to be updated via positioning,
* mouse input, etc.
*/
private void tick(){
/********************PUT ALL TICKABLE METHODS IN THIS METHOD; ALL CALCULATIONS, EVERYTHING*********************/
//this.stdFadeHandler.get(0).tick();
//this.stdFadeHandler.tick();
one.tick();
two.tick();
three.tick();
/**********************************END OF TICK METHOD INFORMATION AND METHODS******************************/
}
private void render(){
BufferStrategy bs = this.getBufferStrategy();
if(bs == null){
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);
g2.fillRect(0, 0, window.getWidth(), window.getHeight());
/*******************PLACE ALL DRAWING INSTRUCTIONS WITHIN THIS SECTION OF THE RENDER METHOD*************************/
g2.setColor(one.getColor());
g2.fillRect(20, 20, 200, 200);
g2.setColor(two.getColor());
g2.fillRect(20, 300, 200, 200);
g2.setColor(three.getColor());
g2.fillRect(20, 540, 200, 200);
//this.stdFadeHandler
/*******************DO NOT PLACE ANY MORE DRAWING INSTRUCTIONS WITHIN THIS SECTION OF THE RENDER METHOD***************/
g.dispose();
g2.dispose();
bs.show();
}
private void initFades(){
}
public static void main(String[] args){
TestGame stdGame = new TestGame(800,800,"Test Standard Game");
}
如果您知道此对象将多次激活和停用,并且每次发生这种情况时您都必须执行某些操作。
这让我想到了第二点和我的建议:
不要在要停用和重新激活的脚本上保留重要值。
将重要信息保存在永远不会停用的脚本上,这样,您始终可以确保该值始终是正确的。因此,您并不总是需要重新生成正确的值,并且每次检查它是否真的是您获得的好价值。
答案 1 :(得分:0)
事实证明,问题是竞争条件。在Start()完成之前,TestObject已被停用,这阻止了对象的正确初始化。通过将初始化代码移动到Awake(),对象在停用之前正确设置其状态。
答案 2 :(得分:0)
我有相反的情况..我尝试在 Awake() 中设置动画师参数并立即停用。参数值没有改变。但是如果我把它放在 Start() 中,这个值就被设置了。