如何通过知道该类中的变量来访问自定义类?

时间:2018-01-26 11:14:03

标签: c# class unity3d

我创建了一个自定义类:

.sound-toggle

现在,正如您在此类中看到的那样,有一个变量using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class Obstacle { public GameObject gameObj; public Color color; public GameObject starExplosion; public GameObject regular_Trail; [HideInInspector] public bool firstCollistion = true; public static Vector3 SpawnLocation() { int positionQuadran = Random.Range(1, 3); switch (positionQuadran) { //spawn above the player case 1: return new Vector3(Random.Range(1.5f, -1.5f), Random.Range(4f - SpawnStars.closerToPlayer, 4.5f), Random.Range(1, -3.2f)); //spawn benith the player case 2: return new Vector3(Random.Range(1.5f, -1.5f), Random.Range(-0.5f, SpawnStars.closerToPlayer), Random.Range(1f, -3.2f)); } return Vector3.zero; } } 现在在另一个脚本中,我需要访问此public GameObject gameObj;实例所在的Obstacle类的实例。而我正试图这样做:

gameObj

由于一些原因,我不想让private void OnCollisionEnter(Collision collision) { collision.collider. //what do I do next? } 类继承自Obstacle。由于我无法从场景中的另一个MonoBehaviour访问此类,因此我只能通过了解GameObject变量来访问它?

更新我将添加用于生成障碍类的脚本:

gameObj

如您所见,我在此方法中生成了障碍物对象:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class SpawnStars : MonoBehaviour
{
    [SerializeField]
    private List<Obstacle> obstacles;
    [HideInInspector]
    public List<Obstacle> normalStarsPool = new List<Obstacle>();

    [SerializeField]
    private List<Obstacle> otherObstacles;
    [HideInInspector]
    public List<Obstacle> otherObstaclesPool;

    [SerializeField]
    private int spawnNumber = 2;

    private Obstacle nextObstacleToSpawn;
    [SerializeField]
    public GameObject panel;
    public static bool spawnNow = true;
    public static bool first_find_star = true;

    public static float starSpeed;
    /* this variables will make the stars to spawn closer and closer to the player as 
    the score  is progresing*/
    public static float closerToPlayer;
    private float spawnPositionZ;

    private void Start()
    {
        first_find_star = true;
        spawnNow = true;

        GeneratePrefabs(spawnNumber, obstacles, normalStarsPool);
        StartCoroutine(ShuffleList(normalStarsPool));

        GeneratePrefabs(2, otherObstacles, otherObstaclesPool);
        StartCoroutine(ShuffleList(otherObstaclesPool));
    }
    private void LateUpdate()
    {
        if (spawnNow)
        {
            spawnNow = false;
            if (first_find_star)
            {
                nextObstacleToSpawn = FindStar(normalStarsPool);
                first_find_star = false;
            }
            //spawn the current star
            int randomNumber = Random.Range(0, 100);
            if(randomNumber >= 20){
                nextObstacleToSpawn = FindStar(normalStarsPool);
            }
            else{
                Debug.Log("corrupt star");
                nextObstacleToSpawn = FindStar(otherObstacles);
            }
            SpawnStar(nextObstacleToSpawn);

        }
    }
    void GeneratePrefabs(int how_many, List<Obstacle> prefabList, List<Obstacle> poolList)
    {
        foreach (Obstacle prefab in prefabList)
        {
            for (int i = 0; i <= how_many; i++)
            {
                Obstacle go = new Obstacle
                {
                    gameObj = Instantiate(prefab.gameObj)
                };
                go.regular_Trail = go.gameObj.transform.GetChild(1).gameObject;
                go.starExplosion = go.gameObj.transform.GetChild(0).gameObject;
                go.color = prefab.color;
                go.gameObj.SetActive(false);

                //setap all the colors for the obstacle
                ParticleSystem ps = go.starExplosion.GetComponent<ParticleSystem>();
                ParticleSystem.MainModule psmain = ps.main;
                psmain.startColor = go.color;

                //setup the collor of a partycle system
                ps = go.starExplosion.GetComponent<ParticleSystem>();
                psmain = ps.main;
                psmain.startColor = go.color;

                psmain.startColor = go.color;

                go.gameObj.GetComponent<Renderer>().material.color = go.color;
                poolList.Add(go);
            }
        }
    }
    Obstacle FindStar(List<Obstacle> poolList)
    {
        while (true)
        {
            int randomIndex = Random.Range(0, poolList.Count);
            if (!poolList[randomIndex].gameObj.activeInHierarchy)
            {
                Color color = poolList[randomIndex].color;
                color.a = 0.5f;
                panel.GetComponent<Renderer>().material.color = color;
                return poolList[randomIndex];
            }
            else randomIndex = Random.Range(0, poolList.Count);
        }
    }
        void SpawnStar(Obstacle star)
    {
        star.firstCollistion = false;
        star.starExplosion.SetActive(false);
        star.regular_Trail.SetActive(true);
        star.gameObj.GetComponent<MeshRenderer>().enabled = true;
        ScaleDifficulty();
        star.gameObj.transform.position = Obstacle.SpawnLocation();
        star.gameObj.SetActive(true);
    }

    //Shuffle a list every 4 seconds, don't pus this in an update or something cuz it's a coroutine
    IEnumerator ShuffleList(List<Obstacle> list_to_Shuffle)
    {
        while (true)
        {
            yield return new WaitForSeconds(4f);
            for (int i = 0; i < list_to_Shuffle.Count; i++)
            {
                Obstacle temp = list_to_Shuffle[i];
                int randomIndex = Random.Range(i, list_to_Shuffle.Count);
                list_to_Shuffle[i] = list_to_Shuffle[randomIndex];
                list_to_Shuffle[randomIndex] = temp;
            }
        }
    }
    //this will scale the difficulty as the score get's higher and higher
    public void ScaleDifficulty()
    {
        if (Menu.score < 60)
        {
            //the speed of the star as the score goes up
            starSpeed = ((float)Menu.score / 30) + 1f;
            //how close relative to the player will the stars spawn in the x and y axis?
            closerToPlayer += Menu.score / 60;
           // Debug.Log(starSpeed);
        }
    }
}

2 个答案:

答案 0 :(得分:1)

  

现在在另一个脚本中,我需要访问此gameObj实例所在的Obstacle类的实例。

给定一个Obstacle类的实例,你怎么能知道它被GameObject的实例引用了?或者你怎么知道仅引用了一个 GameObject?

除非有双向引用,否则GameObject会引用ObstacleObstacle也会引用GameObject - 这是没有办法的确定引用Obstacle实例的内容。

答案 1 :(得分:1)

简而言之,你不能。不是你设置的方式。如果您需要全局访问该对象,则需要全局跟踪该对象。 Unity提供了一种方法(基本上是Service Locator pattern),但是你已经说过你不想使用它。所以你必须建立自己的。

假设您收集了Obstacle个对象,例如IList<Obstacle> obstacles你可以obstacles.Where(o => o.gameObj == myLocalGameObjReference)获得它。一个更好的解决方案,假设您为每个Obstacle 1:1附加此脚本将是简单地将Obstacle注入脚本。查看依赖注入(DI)框架,如Zenject,以帮助配置和管理依赖项。另一种选择是singleton pattern。就个人而言,我选择DI而非单身人士。单身人士起初看起来比较容易,但你很快就会遇到麻烦。