从另一个脚本C#Unity3d调用方法

时间:2016-06-18 03:41:38

标签: c# unity3d unity5

我想在对象被销毁时调用另一个脚本方法(星星),下面是我的代码到目前为止我已经完成了,我在第34行收到错误(空引用); tim.stars",Any建议我做错了什么?这是我的代码。

using UnityEngine;
using System.Collections;
public class clear : MonoBehaviour {
// Use this for initialization
void Start () {
    GetComponent<ParticleSystem> ().emissionRate = 0;
}
// Update is called once per frame
void Update () {
    if (Input.GetMouseButtonDown (1)) {
        GetComponent<ParticleSystem> ().Emit (10);
    }
}
void OnParticleCollision(GameObject obj)
{
    if (obj.gameObject.tag == "fire1") {
        Destroy (obj, 5.0f);
        TimingForIndust2 tim = GetComponent<TimingForIndust2> ();
        tim.stars ();
    }
        StartCoroutine (TestCoroutine());
    }
IEnumerator TestCoroutine(){
    yield return new WaitForSeconds(8);
    Application.LoadLevel (25);
}
}

这是我的第二个脚本TimingForIndust2

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using MadLevelManager;
public class TimingForIndust2 : MonoBehaviour {
public Transform TimingBar;
public Transform TextIndicator;
public Transform TextRemaining;
[SerializeField] private float currentAmount;
[SerializeField] private float speed;

// method to reduce the time continously
void Update () {

    if (currentAmount > 0) {
        currentAmount -= speed*Time.deltaTime;
        TextIndicator.GetComponent<Text>().text=((int)currentAmount).ToString()+"s";
        TextRemaining.gameObject.SetActive(true);

    } else {
        TextRemaining.gameObject.SetActive(false);
        TextIndicator.GetComponent<Text>().text="TimeUP";
        Application.LoadLevel (62);

    }
    TimingBar.GetComponent<Image> ().fillAmount = currentAmount / 60;
}
public void stars()
{
    if (currentAmount > 45.0f) {

        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_2", true);
        MadLevelProfile.SetCompleted (MadLevel.currentLevelName, true);
    } else if (currentAmount > 20.0f && currentAmount < 29.0f) {

        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_2", true);
        MadLevelProfile.SetCompleted (MadLevel.currentLevelName, true);

    } else if (currentAmount > 2.0f && currentAmount < 19.0f) {

        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
    }
}
}

1 个答案:

答案 0 :(得分:1)

通过阅读评论,您必须使用Timer查找GameObject.Find,然后从中获取组件。每次发生碰撞时都无法做到这一点。您必须将其缓存在Start()函数中,然后重新使用它。

我还在新代码中缓存了ParticleSystem。另外,不要直接将标记与obj.gameObject.tag == "fire1"进行比较,而是使用CompareTag函数来比较标记。

这应该可以解决您的问题。现在,您的工作就是从Text脚本缓存附加到您在updat函数中调用的TextIndicator脚本的TimingForIndust2组件。

using UnityEngine;
using System.Collections;
public class clear : MonoBehaviour {
TimingForIndust2 timingForIndust2;

ParticleSystem particles;

// Use this for initialization
void Start () {
    particles = GetComponent<ParticleSystem> ();
    particles.emissionRate = 0;

    GameObject tempObj = GameObject.Find("Timer");
    timingForIndust2 = tempObj.GetComponent<TimingForIndust2>();
}
// Update is called once per frame
void Update () {
    if (Input.GetMouseButtonDown (1)) {
        particles.Emit (10);
    }
}
void OnParticleCollision(GameObject obj)
{
    if (obj.CompareTag("fire1")) {
        Destroy (obj, 5.0f);
        timingForIndust2.stars ();
    }
        StartCoroutine (TestCoroutine());
    }
IEnumerator TestCoroutine(){
    yield return new WaitForSeconds(8);
    Application.LoadLevel (25);
}
}