销毁GameObject但仍尝试访问它

时间:2018-02-01 08:04:41

标签: c# unity3d

EntryPoint.cs

protected IEnumerator LoadAsync(string prf_path, Transform prt_tf, bool is_enable = true)
{

    ResourceRequest res_req = Resources.LoadAsync<GameObject>(string.Format(prf_path, quality));
    res_req.priority = 0; // = ThreadPriority.Low;
    yield return res_req;

    if (res_req == null || res_req.asset == null)
    {
        res_req = Resources.LoadAsync<GameObject>(string.Format(prf_path, "HIGH"));
        res_req.priority = 0; // = ThreadPriority.Low;
        yield return res_req;
        Debug.LogFormat(prf_path, "HIGH");
    }
    else
    {
        Debug.LogFormat(prf_path, quality);
    }

    GameObject prf = res_req.asset as GameObject;
    GameObject obj = Instantiate(prf);

    obj.transform.SetParent(prt_tf);
    obj.transform.localScale = Vector3.one;
    obj.transform.localRotation = prf.transform.localRotation;
    obj.transform.localPosition = prf.transform.localPosition;
    obj.name = prf.name;
    yield return new WaitForEndOfFrame();
    obj.SetActive(is_enable);
}

LOBBYUI: 我有一个选项,即选项Rendering和选项Livestreaming。现在这是问题所在。当我第一次尝试运行我的程序并选择选项Livestreaming它将工作然后我将注销然后它将返回到我的LobbyUI并选择选项Rendering。然后会出现这个错误

  

“GameObject”类型的对象已被破坏,但您仍在尝试访问它。

现在我尝试了这行代码

if (obj != null)
    {
        obj.SetActive(is_enable);
    }

它会指出我的对象已启动,这很奇怪。有什么想法吗?

编辑:更多信息

我使用以下代码加载资源:

MC_EntryPoint:EntryPointA

 if (PlayerPrefs.GetInt(OptionPopup.LiveStreaming_) == 1)
    {
        tf = transform.Find("UI Root/FullscreenPanel/Screen3DUI/panel (depth 1~2)");
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/logo", tf));
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/card_open_window", tf));
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/ranking", tf));
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/streaming_feed", tf));

        tf = transform.Find("UI Root/FullscreenPanel/Screen3DUI/panel (depth 10~11)");
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/midterm_loading", tf));

        tf = transform.Find("UI Root/FullscreenPanel/Screen3DUI/panel (depth 12)");
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/game_result", tf));
    }
    else
    {
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/minimap_type_b (x_ 1575, 1356)", tf));
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/replay", tf));

        tf = transform.Find("UI Root/FullscreenPanel/Screen3DUI/panel (depth 1~2)");
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/logo", tf));
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/card_open_window", tf));
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/ranking", tf));
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/top_bar", tf));

        tf = transform.Find("UI Root/FullscreenPanel/Screen3DUI/panel (depth 10~11)");
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/midterm_loading", tf));

        tf = transform.Find("UI Root/FullscreenPanel/Screen3DUI/panel (depth 12)");
        yield return StartCoroutine(LoadAsync("MC_VERSION/{0}/UI/Screen3DUI/game_result", tf));
    }

    loading.SetValue(0.02f);    // 2%.

所以它就像。如果我来自Livestreaming(我没有加载某些UI)到Rendering(我加载了一些UI),还有其他任何方式加载我的 UserInterface

EntryPointA:入口点

protected override IEnumerator Init()
{
    tzPlayInfo.Instance.BLOCK_GAME_FLOW = true;
    tzPlayInfo.Instance.MAKING_GAME_OBJECT = true;
    //start_time = Time.realtimeSinceStartup;
    loading.SetValue(0f);       // 0%.

    yield return StartCoroutine(InitSystem());
    //Debug.Log(string.Format("End InitSystem - {0}s", Time.realtimeSinceStartup - start_time));
    loading.SetValue(0.01f);    // 1%.

    yield return StartCoroutine(InitUI());
    //Debug.Log(string.Format("End InitUI - {0}s", Time.realtimeSinceStartup - start_time));
    loading.SetValue(0.05f);    // 5%.

    yield return StartCoroutine(InitGO());
    //Debug.Log(string.Format("End InitGO - {0}s", Time.realtimeSinceStartup - start_time));
    loading.SetValue(0.95f);    // 95%.

    yield return StartCoroutine(InitServerDependentInfo());
    //Debug.Log(string.Format("End InitServerDependentInfo - {0}s", Time.realtimeSinceStartup - start_time));
    loading.SetValue(0.96f);    // 96%.

    yield return StartCoroutine(Recheck());
    //Debug.Log(string.Format("End Recheck - {0}s", Time.realtimeSinceStartup - start_time));
    loading.SetValue(1f);       // 100%.
    CameraManager.Instance.TurnOnCamera(eCmr.PADDOCK_1); // 로딩이 끝나면 카메라를 켠다.
    tzPlayInfo.Instance.BLOCK_GAME_FLOW = false;

    Destroy(loading.gameObject);    // 첫로딩 UI 삭제.
    Destroy(this);                  // EntryPoint 컴포넌트 삭제.
}

已编辑的问题

我想我提供的信息有点僵硬所以我编辑了它。我猜它是空的因为我摧毁了什么?请赐教。

2 个答案:

答案 0 :(得分:1)

无法发表评论,但您是否检查过您是否试图从其他地方访问该游戏对象?可能有任何参考?或者您正在使用单身人士?

答案 1 :(得分:0)

我会回答我自己的问题。我在这里做的是这行代码

protected IEnumerator LoadAsync(string prf_path, Transform prt_tf, bool is_enable = true)
{

    ResourceRequest res_req = Resources.LoadAsync<GameObject>(string.Format(prf_path, quality));
    res_req.priority = 0; // = ThreadPriority.Low;
    yield return res_req;

    if (res_req == null || res_req.asset == null)
    {
        res_req = Resources.LoadAsync<GameObject>(string.Format(prf_path, "HIGH"));
        res_req.priority = 0; // = ThreadPriority.Low;
        yield return res_req;
        Debug.LogFormat(prf_path, "HIGH");
    }
    else
    {
        Debug.LogFormat(prf_path, quality);
    }

    GameObject prf = res_req.asset as GameObject;
    GameObject obj = Instantiate(prf);

    obj.transform.SetParent(prt_tf);
    obj.transform.localScale = Vector3.one;
    obj.transform.localRotation = prf.transform.localRotation;
    obj.transform.localPosition = prf.transform.localPosition;
    obj.name = prf.name;
    yield return new WaitForEndOfFrame();
    obj.SetActive(is_enable);
}

不适用于Android手机。它基本上只适用于PC平台。所以现在我正在制作移动方法。完成后我会编辑我的答案。谢谢你们

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