我正在尝试学习C#,但是我在Unity中跨类创建变量时遇到了一些问题。
节点类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Node {
public Vector3 dimensions;
public int jointType;
public Vector2 jointLimit;
public int recursiveLimit;
public int nodeId;
public List<int> to;
public int fro;
public Node (Vector3 dim, int jointT, Vector2 jointL, int recLim, int id){
dimensions = dim;
jointType = jointT;
jointLimit = jointL;
recursiveLimit = recLim;
nodeId = id;
}
}
连接类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Connection {
public Vector3 position;
public Vector3 orientation;
public float scale;
public int reflection;
public bool terminalOnly;
public int[] to;
public int fro;
public Connection (Vector3 pos, Vector3 orien, float scl, int refl, bool term, int[] to, int fro){
position = pos;
orientation = orien;
scale = scl;
reflection = refl;
terminalOnly = term;
this.to = to;
this.fro = fro;
}
}
我正在尝试使用一个Node变量和一个Connection变量,这些变量和一个Connection变量都可以被GenoManager类和BodyPart类(可能有很多)访问。
BodyPart类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BodyPart : MonoBehaviour {
public BodyPart block;
public bool finished;
//Initialization
void Start () {
finished = false;
}
//Generation of all blocks [incomplete]
void Update () {
while (!finished) {
BodyPart newPart = Instantiate (block, transform.position + Vector3(0,10,0), transform.rotation) as BodyPart;
newPart.transform.localScale = p.nodes[0].dimensions; //This line also has the error CS0119
//This line has the error CS0176
//Trying to Scale by the dimensions (a Vector3) of the
first Node in the nodes array
finished = true;
}
}
}
GenoManager类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class GenoManager : MonoBehaviour {
public BodyPart block;
public Transform pos;
// Update is called once per frame
void Update () {
}
public static List<Node> nodes = new List<Node> ();
Node t = new Node (new Vector3(1,4,1), 1, Vector2.up, 2, 0);
static int[] testList = { 1, 2 };
public static Connection te = new Connection (Vector3.up, Vector3.up, 1.5f, 1, false, testList,0);
void Start(){
//Node Test Generation
nodes.Add(t);
print (nodes [0]);
//Root Block Generation
BodyPart newPart = Instantiate (block, pos.position, pos.rotation) as BodyPart;
newPart.transform.localScale = nodes[0].dimensions;
}
}
基本上我要问的是,我如何创建一个可以在一个类中创建并由其他类查看的变量? (另外,如果格式化已关闭,很抱歉,这是我第一次在StackOverflow上发布。)
提前致谢。
答案 0 :(得分:1)
可以......被其他类查看的变量?
在C#中,变量实际上是在一个类中定义的。你不能传递它们。您可以传递具有包含值的公共属性(不要使用public fields)的类或结构。
我如何制作一个可以在一个类中创建并由其他类查看的变量?
理想情况下,您要使用Dependency inversion principle。也就是说,如果类A需要访问值(依赖项)以使其在任何时间点运行,则应将其作为构造函数的一部分传递。理想情况下,您将构造类B(依赖项),它将实现一个接口,该接口仅提供其他类(类A)所需的必要属性/方法/访问。例如:
static Main()
{
var person = new Person { Age = 21 };
var bartender = new Bartender(person);
if (bartender.CanServeAlcohol())
{
}
}
public interface ICustomer
{
int Age { get; }
// Ideally this should be a DateTime with a function
// that returns the age, so this is really just an example
}
public class Customer : ICustomer
{
public int Age { get; set; }
}
public class Bartender
{
public ICustomer _customer;
public Bartender(ICustomer customer)
{
_customer = customer;
}
public bool CanServeAlcohol()
{
return _customer.Age >= 21;
}
}
在此示例中,创建了Customer
,但只有通过接口所需的内容才可用。调酒师现在可以访问Customer
,但无法更改Age
。由于Bartender
要求创建客户,因此在创建客户时,您不会意外地不包含Customer
。
一旦理解了这个原则,我强烈建议您查看依赖注入框架,它可以自动为您完成这些工作。我熟悉的流行框架是Autofac,Unity,Ninject,StructureMap等等。还有很多其他的,他们都做了同样的事情。
(意识到这不是最好的例子,因为一个真正的调酒师可以为不止一个人服务,但它适用于你的榜样)
我强烈建议您不要使用静态字段。它们有很多问题(线程可能是一个严重的问题,它们往往会成为god objects并使实现extensionibility更加困难。)
答案 1 :(得分:0)
您使用public static
变量
https://unity3d.com/learn/tutorials/topics/scripting/statics
using System;
public class ContainsStaticVariable
{
public static string ExampleStaticVariable = "I am the value of a static variable";
}
public class DisplayContentsOfStaticVariable
{
public static void Main()
{
Console.WriteLine(ContainsStaticVariable.ExampleStaticVariable);
Console.WriteLine("Press return to exit...");
Console.ReadLine();
}
}
如果您不希望在运行时更改该值,则可以使用public const