如何引用从孩子到父母的班级?

时间:2016-11-11 11:18:36

标签: c# class unity3d

这可能听起来很愚蠢,但我如何从父母的另一个脚本中的一个脚本引用一个类?我在谷歌上找不到任何东西。注意:我的脚本中有几个错误,这不是帖子的重点。

//Public

//Private
private Rigidbody myRigidbody;
private Renderer myRenderer;
private Material tileDefaultMaterial;
private Material tileSelectedMaterial;
private Material tileSameGroupMaterial;

void Start () {
    myRigidbody = GetComponent<Rigidbody> ();
    myRenderer = GetComponent<Renderer> ();
    tileDefaultMaterial = Resources.Load ("TileDefault", typeof(Material)) as Material;
    tileSelectedMaterial = Resources.Load ("TileSelected", typeof(Material)) as Material;
    tileSameGroupMaterial = Resources.Load ("TileSameGroup", typeof(Material)) as Material;
}

void Update () {

}

public class TileClass {

    public int tileGroup = 0; //Indicates the Tile Group Number.

}

//Public
public GameObject[] allTiles; //Aray of all Tile GameObject.
public bool tileIsSelected = false; //If a Tile is Selected.
public int selectedTileGroup = 0; //Indicates the Selected Tile Group Number.
public int tileGroup = 0; //Indicates the Tile Group Number.



//Private


void Start () {

    allTiles = new GameObject[transform.childCount];
    for(int i = 0; i < transform.childCount; i++){
        allTiles [i] = transform.GetChild (i).gameObject;
    }
}

void Update () {

}

void OnMouseDown (){

    RaycastHit hitInfo = new RaycastHit ();
    bool hit = Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition), out hitInfo);

    if (hitInfo.transform.gameObject.tag == "Tile" && tileIsSelected == false) {
        Debug.Log ("A Tile is Selected!");
        tileIsSelected = true;
        selectedTileGroup = ;
        for(int i = 0; i < allTiles.Length; i++){
            if (this.tileGroup == selectedTileGroup) {
                allTiles [i].GetComponent<Renderer> ().material = tileSameGroupMaterial;
            }
        }
        myRenderer.material = tileSelectedMaterial;
    } else if (hitInfo.transform.gameObject.tag == "Tile" && tileIsSelected == true) {
        Debug.Log ("Second Tile is Clicked! (Should Swap them!)");
        myRenderer.material = tileDefaultMaterial;
    }
}

3 个答案:

答案 0 :(得分:4)

有一句名言:

var allTiles = transform.GetComponentsInChildren<Tile>();

正如我昨天告诉你的那样,在Tile.cs中添加OnMouseDown()并在那里写myRenderer.material = tileDefaultMaterial;。无需在TileManager.cs中编写此代码。使用Raycast时无需使用OnMouseDown()

答案 1 :(得分:1)

我无法读取您的图片代码,因此我将为该示例构建自己的类名。我将调用父类TileManager和子类Tile

Tile中说您希望访问TileManager中的图块数组。如果将allTiles声明为公开,则可以在某处Tile进行。

TileManager tileManager = transform.parent.GetComponent<TileManager>();
var allTiles = tileManager.allTiles;

现在Tile子项具有对数组的引用。这是你想要的吗?

答案 2 :(得分:-4)

base.Method怎么样?

应该这样做