我试图实例化大量的"粒子"在Unity中使用C#脚本。我创建了一个包含相应GameObject创建的粒子类。每个粒子实例中的GameObject是一个球体。当试图实例化一个新的粒子(粒子p =新粒子(...))时,我得到一个Unity警告,即“' new'不应使用关键字。
"您正尝试使用' new'创建MonoBehaviour。关键词。这是不允许的。 MonoBehaviours只能使用AddComponent()添加。或者,您的脚本可以继承ScriptableObject或根本不继承基类 UnityEngine.MonoBehaviour:.ctor()"
实例化粒子类的多个实例(每个实例包含一个奇异的球体GameObject)的正确方法是什么?
粒子类:
public class Particle : MonoBehaviour {
Vector3 position = new Vector3();
Vector3 velocity = new Vector3();
Vector3 force = new Vector3();
Vector3 gravity = new Vector3(0,-9.81f,0);
int age;
int maxAge;
int mass;
GameObject gameObj = new GameObject();
public Particle(Vector3 position, Vector3 velocity)
{
this.position = position;
this.velocity = velocity;
this.force = Vector3.zero;
age = 0;
maxAge = 250;
}
// Use this for initialization
void Start () {
gameObj = GameObject.CreatePrimitive (PrimitiveType.Sphere);
//gameObj.transform.localScale (1, 1, 1);
gameObj.transform.position = position;
}
// FixedUopdate is called at a fixed rate - 50fps
void FixedUpdate () {
}
// Update is called once per frame
public void Update () {
velocity += gravity * Time.deltaTime;
//transform.position += velocity * Time.deltaTime;
gameObj.transform.position = velocity * Time.deltaTime;
Debug.Log ("Velocity: " + velocity);
//this.position = this.position + (this.velocity * Time.deltaTime);
//gameObj.transform.position
}
}
CustomParticleSystem类:
public class CustomParticleSystem : MonoBehaviour {
Vector3 initPos = new Vector3(0, 15, 0);
Vector3 initVel = Vector3.zero;
private Particle p;
ArrayList Particles = new ArrayList();
// Use this for initialization
void Start () {
Particle p = new Particle (initPos, initVel);
Particles.Add (p);
}
// Update is called once per frame
void Update () {
}
}
非常感谢任何帮助!
答案 0 :(得分:1)
除了gameObj
将GameObject gameObj = new GameObject();
课程中的GameObject gameObj = null;
更改为Particle
。
该错误明确提到您不能做您所做的事情,并在Start()
中设置它就像它提到的那样。
编辑:查看Particle
,它会继承MonoBehaviour
。您需要gameObject
使用gameObject.AddComponent<Particle>();
http://docs.unity3d.com/ScriptReference/GameObject.AddComponent.html
gameObject
在MonoBehaviour
上定义,因此您应该可以访问它。