好的,所以我有这个错误,我真的不理解逻辑。 这或者是超级愚蠢的东西,或者是我还不了解的堆叠相关的东西......
这是我的代码:
$scope.removeAddress = function(address) {
var index = $scope.Profile.addresses.indexOf(address);
if (index != -1)
$scope.Profile.addresses.splice(index, 1);
console.log($scope.Profile.addresses);
};
见:
public void LevelLoad(Level lev)
{
#if UNITY_ANDROID && !UNITY_EDITOR
AudioManager.Instance.ReleasePool();
#endif
currentlyDisappearedFigures = 0;
if (!lev.Equals(currentLevel))
{
currentLevel = lev;
currentLevel.transparentQTY = 0; currentLevel.normalQTY = 0; currentLevel.totalQTY = 0;
currentLevel.hasDeath = false; currentLevel.hasND = false; currentLevel.hasNormal = false; currentLevel.hasTransparent = false;
foreach (Figure fig in currentLevel.Figures)
{
if (fig._figureType != null)
{
if (fig._gameObject.CompareTag("Hard"))
fig._figureType.ResetHard();
fig._figureType.RefreshFigure(currentLevel);
currentLevel.totalQTY++;
}
}
#if UNITY_ANDROID && !UNITY_EDITOR
if (lev.totalQTY > 22)
lev.totalQTY = 22;
AudioManager.Instance.CreatePool(currentLevel.totalQTY);
Debug.Log("currentLevel.totalQTY-"+currentLevel.totalQTY);
AudioManager.Instance.LoadAudio(currentLevel.hasNormal, currentLevel.normalQTY,
currentLevel.hasTransparent, currentLevel.transparentQTY,
currentLevel.hasND, currentLevel.hasDeath);
Debug.Log("HasNormal-" + currentLevel.hasNormal + ",normalQTY-" + currentLevel.normalQTY + ",hasTransparent-" +
currentLevel.hasTransparent + ",transparentlQTY-" + currentLevel.transparentQTY + ",hasND-" +
currentLevel.hasND + ",hasDeath-" + currentLevel.hasDeath);
#endif
所有这些都打印为FALSE或ZERO,我不知道为什么。
问题是,我在实例化它们:
Debug.Log("HasNormal-" + currentLevel.hasNormal + ",normalQTY-" + currentLevel.normalQTY + ",hasTransparent-" +
currentLevel.hasTransparent + ",transparentlQTY-" + currentLevel.transparentQTY + ",hasND-" +
currentLevel.hasND + ",hasDeath-" + currentLevel.hasDeath);
这是FigureType.RefreshFigure()的内部。 这是无关紧要的,但它里面的Debug.Log显示与我上面提到的不同:
fig._figureType.RefreshFigure(currentLevel);
这两个Debug.logs,在RefreshFigure()内显示True,和。
我不知道Bool变成假的地方和原因,整数变为零?