如何使用c#在Unity3D中实例化GameObject列表? 我在检查员窗口中手动填充预制件列表。
下面是我在Deck.cs中编写的代码,但我得到“对象引用未设置为对象的实例”。如果你有一个带阵列的解决方案,那也将受到赞赏。
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
namespace Assets
{
class Deck:MonoBehaviour
{
public List<GameObject> deck;
public void Fill()
{
GameObject c1 = Instantiate(deck[0]);
GameObject c2 = Instantiate(deck[1]);
GameObject c3 = Instantiate(deck[2]);
GameObject c4 = Instantiate(deck[3]);
GameObject c5 = Instantiate(deck[4]);
GameObject c6 = Instantiate(deck[5]);
}
}
}
我也尝试用数组做,我得到'你要实例化的对象是空'
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
namespace Assets
{
class Deck:MonoBehaviour
{
public GameObject card1;
public GameObject card2;
public GameObject card3;
public GameObject card4;
public GameObject card5;
public GameObject card6;
public GameObject[] deck;
public void Start ()
{
deck = new GameObject[5];
GameObject c1 = Instantiate(card1) as GameObject;
GameObject c2 = Instantiate(card2) as GameObject;
GameObject c3 = Instantiate(card3) as GameObject;
GameObject c4 = Instantiate(card4) as GameObject;
GameObject c5 = Instantiate(card5) as GameObject;
GameObject c6 = Instantiate(card6) as GameObject;
}
}
}
答案 0 :(得分:3)
考虑到您的评论以及您提供的第一个脚本完美无误(因为它应该:没有理由它应该返回错误),我觉得您对Unity非常陌生。
因此,我建议您先阅读Unity教程(它们制作精良,可以帮助您了解引擎的基础知识)。您可以找到Roll-a-ball tutorial here。
关于您的问题:
1 - 在第一个脚本中,Fill()
方法无法在任何地方调用,您必须执行以下操作:
private void Start()
{
Fill();
}
2 - 此Start()
方法来自MonoBehaviour
父类(以及每帧调用的Update()
方法)并且被调用一次在场景的开头。期待this chart了解如何统一流动。
3 - 使用List<GameObject>
或GameObject[]
全部取决于您的情况:如果要更改集合的大小,请转到列表。否则建议使用数组。
4 - 考虑到您的脚本我的猜测应该是这样的:
namespace Assets
{
class Deck : MonoBehaviour
{
[SerializeField]
private GameObject[] deck;
private GameObject[] instanciatedObjects;
private void Start()
{
Fill();
}
public void Fill()
{
instanciatedObjects = new GameObject[deck.Length];
for (int i = 0; i < deck.Lenght; i++)
{
instanciatedObjects[i] = Instanciate(deck[i]) as GameObject;
}
}
}
}
如果需要,您当然可以使用列表:)
修改强>
如果您想使用列表,您只需:
private GameObject[] instanciatedObjects;
更改为private List<GameObject> instanciatedObjects;
instanciatedObjects = new GameObject[deck.Length];
替换为instanciatedObjects = new List<GameObject>();
instanciatedObjects[i] = Instanciated(deck[i]) as GameObject;
替换为instanciateObjects.Add(Instanciated(deck[i]) as GameObject);
希望这有帮助,
答案 1 :(得分:1)
使用foreach在预制件上循环使用预制件,如下所示:
public List<GameObject> Deck = new List<GameObject>(); // im assuming Deck is your list with prefabs?
public List<GameObject> CreatedCards = new List<GameObject>();
void Start()
{
Fill();
}
public void Fill()
{
foreach(GameObject _go in Deck)
{
GameObject _newCard = (GameObject)Instantiate(_go);
CreatedCards.Add(_newCard);
}
}
用大写字母命名你的名单也是一个好习惯。