我是C#的新手,我正在尝试在Unity中制作基本游戏。我正在尝试将子弹gameObject添加到数组中。我研究了如何在C#中向数组中添加元素,并找到了Add方法。但是,当我尝试使用此MonoDevelop时,不会突出显示该方法,就好像该方法不存在而且我收到错误。这是错误消息:
Assets / Scripts / SpaceShipController.cs(126,25):错误CS0118:
SpaceShipController.gameManager' is a
字段'但是'类型'是 预期
以下是导致错误的代码行:
gameManager.bullets[].Add(bulletObject);
这是我的其余代码。名为SpaceShipController的类在尝试将子弹对象添加到GameManager对象中的数组并且附加了GameManager脚本时会触发错误。最后,BulletBehaviour课程让子弹向前推进。代码由类标记:
SpaceShipController:
using UnityEngine;
using System.Collections;
public class SpaceShipController : MonoBehaviour {
public GameObject bulletObject;
public GameManager gameManager;
//private GameObject[] bullets;
public float shipSpeed;
public float bulletSpeed = 1;
private Vector3 spaceShip;
private Quaternion spaceShipRotation;
private Vector3 bulletPosition;
private int coolDown = 10;
private bool moveRight = false;
private bool moveLeft = false;
private bool fire = false;
// Use this for initialization
void Start () {
spaceShip = transform.position;
spaceShipRotation = transform.rotation;
bulletObject.transform.position = bulletPosition;
}
// Update is called once per frame
void Update () {
coolDown--;
inputHandler();
this.transform.position = spaceShip;
}
void inputHandler() {
if (Input.GetKeyDown(KeyCode.RightArrow)) {
moveRight = true;
}
if (Input.GetKeyDown(KeyCode.LeftArrow)) {
moveLeft = true;
}
if (Input.GetKeyUp(KeyCode.RightArrow)) {
moveRight = false;
}
if (Input.GetKeyUp(KeyCode.LeftArrow)) {
moveLeft = false;
}
if (Input.GetKeyDown(KeyCode.Space)) {
fire = true;
}
if (Input.GetKeyUp(KeyCode.Space)) {
fire = false;
}
if (moveRight == true) {
spaceShip.x += shipSpeed;
}
if (moveLeft == true) {
spaceShip.x -= shipSpeed;
}
if (coolDown <= 0) {
if (fire == true) {
Fire ();
coolDown = 10;
}
}
}
void Fire () {
for (var i = 0; i < 2; i++) {
if (i == 0) {
spaceShip = new Vector3 (transform.position.x + 0.9f, transform.position.y + 0.9f, transform.position.z);
}
else if (i == 1) {
spaceShip = new Vector3 (transform.position.x - 0.9f, transform.position.y + 0.9f, transform.position.z);
}
Instantiate(bulletObject, spaceShip, spaceShipRotation);
bulletObject.AddComponent<BulletBehaviour>();
gameManager.bullets[].Add(bulletObject);
spaceShip = this.transform.position;
}
}
}
游戏管理:
using UnityEngine;
using System.Collections;
public class GameManager : MonoBehaviour {
public GameObject[] bullets;
public Camera cam;
private Vector2 cameraBounds;
// Use this for initialization
void Start () {
cameraBounds = new Vector2 (cam.orthographicSize * Screen.width/Screen.height, cam.orthographicSize);
}
// Update is called once per frame
void Update () {
/*for (int i = 0; i < bullets.Length; i++) {
if (bullets[i].transform.position.y >= cameraBounds.y) {
Destroy(bullets[i]);
}
}*/
}
}
BulletBehaviour:
using UnityEngine;
using System.Collections;
public class BulletBehaviour : MonoBehaviour {
public SpaceShipController ship;
private Vector3 shipPosition;
// Use this for initialization
void Start () {
shipPosition = transform.position;
}
// Update is called once per frame
void Update () {
shipPosition.y += 1;
transform.position = shipPosition;
}
}
一如既往,我们将非常感谢任何帮助。提前感谢您提供的任何帮助。
答案 0 :(得分:4)
阵列是固定大小的。这意味着,一旦它们被初始化了一定长度(例如bullets = new GameObject[10]
),它的长度就不能再改变了。
为了将一个项目“添加”到一个数组中,您必须指定您希望该项目在哪个位置。默认情况下,数组的索引是从0开始的。例如,要在第一个位置插入元素:
bullets[0] = myItem;
如果您事先不知道有多少项目,并且想要随意添加/删除项目,则应使用可调整大小的集合,例如List<T>
。
public List<GameObject> Bullets {get; set;}
您可以像这样使用它:
//initialize with 0 items
Bullets = new List<GameObject>();
//add a new item at the end of the list
Bullets.Add(item);
另请阅读: