在两个类之间的列表中共享数据

时间:2013-06-20 10:10:49

标签: c# list unity3d

我正在尝试通过外部设置文件在Unity中制作相机。目前我正在读入该文件,其值存储如下:

    public struct Entry
{
    public System.Object value;
    public Type type;
}

public class HV_ReadSettingsFile : MonoBehaviour

{
    Entry _screenEntry;
    Entry _cameraEntry;


public Dictionary<string, Entry> cameraDictionary = new Dictionary<string, Entry>();
public List<HV_Camera> cameraList = new List<HV_Camera>();
public List<HV_Screen> screenList = new List<HV_Screen>();




// Use this for initialization
void Start()
{
    StoreXMLValues();

}

// Update is called once per frame
void Update()
{
}

void StoreXMLValues()
{
    var xdoc = XDocument.Load(@"C:\\Test.xml");
    var screens = xdoc.Descendants("Screen");
    var cameras = xdoc.Descendants("Camera");


    foreach (var screen in screens)
    {
        HV_Screen _screen = new HV_Screen();
        _screen.Name = (string)screen.Element("Name").Attribute("Name");
        _screen.Tag = (string)screen.Element("ScreenTag").Attribute("Tag");
        _screen.XPOS = (string)screen.Element("LocalPosition").Attribute("X");
        _screen.YPOS = (string)screen.Element("LocalPosition").Attribute("Y");
        _screen.ZPOS = (string)screen.Element("LocalPosition").Attribute("Z");
        _screen.Width = (string)screen.Element("Width").Attribute("Width");
        _screen.Height = (string)screen.Element("Height").Attribute("Height");
        _screen.YAW = (string)screen.Element("Orientation").Attribute("YAW");
        _screen.PITCH = (string)screen.Element("Orientation").Attribute("PITCH");
        _screen.ROLL = (string)screen.Element("Orientation").Attribute("ROLL");



        //Debug.Log("Screen name: " + _screen.Name);
        //Debug.Log("Screen tag: " + _screen.Tag);
        //Debug.Log("Screen xpos: " + _screen.XPOS);
        //Debug.Log("Screen ypos: " + _screen.YPOS);
        //Debug.Log("Screen zpos: " + _screen.ZPOS);
        //Debug.Log("Screen width: " + _screen.Width);
        //Debug.Log("Screen height: " + _screen.Height);
        //Debug.Log("Screen Yaw: " + _screen.YAW);
        //Debug.Log("Screen Pitch: " + _screen.PITCH);
        //Debug.Log("Screen Roll: " + _screen.ROLL);
        screenList.Add(_screen);
    }

    foreach (var camera in cameras)
    {
        HV_Camera _camera = new HV_Camera();
        _camera.Name = (string)camera.Element("Name").Attribute("Name");
        _camera.Tag = (string)camera.Element("CameraTag").Attribute("Tag");
        _camera.XPOS = (string)camera.Element("LocalPosition").Attribute("X");
        _camera.YPOS = (string)camera.Element("LocalPosition").Attribute("Y");
        _camera.ZPOS = (string)camera.Element("LocalPosition").Attribute("Z");
        _camera.YAW = (string)camera.Element("Orientation").Attribute("Yaw");
        _camera.PITCH = (string)camera.Element("Orientation").Attribute("Pitch");
        _camera.ROLL = (string)camera.Element("Orientation").Attribute("Roll");
        _camera.Near = (string)camera.Element("Near").Attribute("Near");
        _camera.Far = (string)camera.Element("Far").Attribute("Far");
        _camera.FOV = (string)camera.Element("FOV").Attribute("FOV");
        _camera.AspectRatio = (string)camera.Element("AspectRatio").Attribute("AspectRatio");
        _camera.ScreenDistance = (string)camera.Element("ScreenDistance").Attribute("ScreenDistance");

       // Debug.Log("Camera name: " + _camera.Name);
        cameraList.Add(_camera);

    }

    //Debug.Log("Camera Count: " + cameraList.Count);

    //Debug.Log("Screen Count: " + screenList.Count);
}

public List<HV_Camera> GetCameraList()
{
   // Debug.Log("Got list");
    return cameraList;
}

我用注释掉的Debug.Logs测试了这个,我知道我的设置文件正在读入并存储了值。

在我的HV_Camera类中,我正在尝试访问cameraList中的数据。这就是我所拥有的:

     HV_ReadSettingsFile settings;
        List<HV_Camera> testCamera = new List<HV_Camera>();

void Start () 
{
   settings = gameObject.GetComponent<HV_ReadSettingsFile>();
 GetList();
   CreateCamera();
}

// Update is called once per frame
void Update () 
{

}


public void GetList()
{
    testCamera = settings.GetCameraList();


}

public void CreateCamera()
{

    for (int i = 0; i < testCamera.Count; i++)
    {
        Debug.Log("I am camera");
    }


}

现在,在for循环中,我很想知道数据是否被传递过来。如果它工作,“我是一个相机”应该打印4次。但事实并非如此。有什么东西我缺少或没有正确做到吗?

1 个答案:

答案 0 :(得分:0)

我怀疑问题是脚本执行的顺序。您的所有逻辑都在组件的Start方法中,并且您无法保证HV_ReadSettingsFile.Start()将在HV_Camera.Start()之前运行。

在填充设置列表之前,最有可能HV_Camera正在运行。可以在Unity IDE中为脚本设置优先级顺序,以确保不会发生这种情况,但我发现从开发人员的角度来看这有点不直观。

或者,您可以重新构建代码以确保代码以正确的顺序运行。例如,如果您创建了公共方法HV_ReadSettingsFile.EnsureFileIsRead(),则可以从两个组件的Start()调用该方法。该方法应该使用一个标志来记录它是否已经运行,从而确保代码只运行一次,以及任何组件需要它。