在统一编辑器中工作,但在构建后不工作

时间:2018-08-02 09:26:41

标签: c# unity3d game-engine

我是一名学生,我正在为我们的论文统一创作一部视觉小说。大部分代码来自them,但我对其进行了研究并进行了一些修改以使其成为我的

我的问题是,一切都在统一编辑器中进行,对话正在改变,我可以通过单击按钮来选择一个决定,但是当我尝试构建它时,除了背景之外什么都没有。

This is what it looks like in Unity Editor.

构建并在Windows中运行它后,start()函数开始运行,但是当我开始按任意键时,它将不会更新,如下所示:

This what it looks like after I built and run the game.

这是我的start()和update()函数中的代码:

PS:Input.TouchCount也可以使游戏在android中运行,但是我希望游戏首先在Windows中运行。谢谢您的帮助!

DialogueManager.cs

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

public class DialogueManager : MonoBehaviour {
DialogueParser parser;

public string dialogue, characterName;
public int lineNum;
int pose;
public int background;
string position;
string[] options;
public bool playerTalking;
List<Button> buttons = new List<Button>();

public Text dialogueBox;
public Text nameBox;
public GameObject choiceBox;

void Start () {
    dialogue = "NO! N-NO! PLEASE NO!";
    characterName = "MC";
    pose = 0;
    background = 0;
    position = "MC";
    playerTalking = false;
    parser = GameObject.Find("DialogueParser").GetComponent<DialogueParser>();
    lineNum = 1;
}

void Update () {
    if (Input.touchCount >= 1 && Input.GetTouch(0).phase == TouchPhase.Began || Input.anyKeyDown && playerTalking == false)
    {
        ShowDialogue();

        lineNum++;
    }

    UpdateUI();
}

public void ShowDialogue()
{
    ResetImages();
    ParseLine();
}

void ResetImages()
{
    if (characterName != "")
    {
        GameObject character = GameObject.Find(characterName);
        SpriteRenderer currSprite = character.GetComponent<SpriteRenderer>();
        currSprite.sprite = null;
    }
}

void ParseLine()
{
    if (parser.GetName(lineNum) != "Player")
    {
        playerTalking = false;
        characterName = parser.GetName(lineNum);
        dialogue = parser.GetContent(lineNum);
        pose = parser.GetPose(lineNum);
        background = parser.GetBackground(lineNum);
        position = parser.GetPosition(lineNum);
        DisplayImages();
        DisplayBackground();
    }
    else
    {
        playerTalking = true;
        characterName = "";
        dialogue = "";
        pose = 0;
        background = 1;
        position = "";
        options = parser.GetOptions(lineNum);
        CreateButtons();
    }
}

void DisplayImages()
{
    if (characterName != "")
    {
        GameObject character = GameObject.Find(characterName);

        SetSpritePositions(character);

        SpriteRenderer currSprite = character.GetComponent<SpriteRenderer>();
        currSprite.sprite = character.GetComponent<Character>().characterPoses[pose];
    }
}


void SetSpritePositions(GameObject spriteObj)
{
    if (position == "L")
    {
        spriteObj.transform.position = new Vector3(-2, 0);
    }
    else if (position == "R")
    {
        spriteObj.transform.position = new Vector3(2, 0);
    }
    else if (position == "Wolf"){
        spriteObj.transform.position = new Vector3(1, 0);
        spriteObj.transform.localScale = new Vector3(10, 10);
    }
    else if (position == "C")
    {
        spriteObj.transform.position = new Vector3(0, 0);
    }
    else if (position == "MC")
    {
        spriteObj.transform.position = new Vector3(-5, -3);
    }
    spriteObj.transform.position = new Vector3(spriteObj.transform.position.x, spriteObj.transform.position.y, 0);
}

void DisplayBackground()
{
        GameObject bgObject = GameObject.Find("Background");

        SetBackgroundScale(bgObject);
        bgObject.transform.position = new Vector3(0, 0);

        SpriteRenderer currSprite = bgObject.GetComponent<SpriteRenderer>();
        currSprite.sprite = bgObject.GetComponent<Character>().characterPoses[background];
}

void SetBackgroundScale(GameObject bgObject)
{
    if(background == 0)
    {
        bgObject.transform.localScale = new Vector3(17, 18);
    }
    else if(background == 1)
    {
        bgObject.transform.localScale = new Vector3(10, 10, -10);
    }
    else if(background == 2)
    {
        bgObject.transform.localScale = new Vector3(20, 25);
    }
    else if (background == 3)
    {
        bgObject.transform.localScale = new Vector3(10, 18);
    }
    else if (background == 4)
    {
        bgObject.transform.localScale = new Vector3(10, 14);
    }
    else if (background == 5)
    {
        bgObject.transform.localScale = new Vector3(15, 18);
    }
}

void CreateButtons()
{
    for (int i = 0; i < options.Length; i++)
    {
        GameObject button = (GameObject)Instantiate(choiceBox);
        Button b = button.GetComponent<Button>();
        ChoiceButton cb = button.GetComponent<ChoiceButton>();
        cb.SetText(options[i].Split(':')[0]);
        cb.option = options[i].Split(':')[1];
        cb.box = this;
        b.transform.SetParent(this.transform);
        b.transform.localPosition = new Vector3(0, -25 + (i * 50));
        b.transform.localScale = new Vector3(1, 1, 1);
        if (button.GetComponentInChildren<Text>().text == "")
        {
            b.image.color = new Color(0,0,0,0);
            b.transform.localPosition = new Vector3(0, -25 + (i * 50));
            b.transform.localScale = new Vector3(20, 20);
        }
        buttons.Add(b);
    }
}

void UpdateUI()
{
    if (!playerTalking)
    {
        ClearButtons();
    }
    dialogueBox.text = dialogue;
    if (characterName == "Wolf")
    {
        nameBox.text = "";
    }
    else nameBox.text = characterName;
}

void ClearButtons()
{
    for (int i = 0; i < buttons.Count; i++)
    {
        print("Clearing buttons");
        Button b = buttons[i];
        buttons.Remove(b);
        Destroy(b.gameObject);
    }
}
}

DialogueParser.cs

    using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Text;
using System.IO;
using System.Text.RegularExpressions;
using System.Collections.Generic;

public class DialogueParser : MonoBehaviour {

    List<DialogueLine> lines;

struct DialogueLine
{
    public string name;
    public string content;
    public int pose;
    public int background;
    public string position;
    public string[] options;

    public DialogueLine(string Name, string Content, int Pose,int bg, string Position)
    {
        name = Name;
        content = Content;
        pose = Pose;
        background = bg;
        position = Position;
        options = new string[0];
    }
}

void Start () {
    string file = "Assets/Resources/Dialogue/Dialogue";
    string sceneNum = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
    sceneNum = Regex.Replace(sceneNum, "[^0-9]", "");
    file += sceneNum;
    file += ".txt";

    lines = new List<DialogueLine>();

    LoadDialogue(file);
}

void Update () {

}

void LoadDialogue(string filename)
{
    string line;
    StreamReader r = new StreamReader(filename);

    using (r)
    {
        do
        {
            line = r.ReadLine();
            if (line != null)
            {
                string[] lineData = line.Split('|');
                if (lineData[0] == "Player")
                {
                    DialogueLine lineEntry = new DialogueLine(lineData[0], "", 0,0, "");
                    lineEntry.options = new string[lineData.Length - 1];
                    for (int i = 1; i < lineData.Length; i++)
                    {
                        lineEntry.options[i - 1] = lineData[i];
                    }
                    lines.Add(lineEntry);
                }
                else
                {
                    DialogueLine lineEntry = new DialogueLine(lineData[0], lineData[1], int.Parse(lineData[2]), int.Parse(lineData[3]), lineData[4]);
                    lines.Add(lineEntry);
                }
            }
        }
        while (line != null);
        r.Close();
    }
}

public string GetPosition(int lineNumber)
{
    if (lineNumber < lines.Count)
    {
        return lines[lineNumber].position;
    }
    return "";
}

public string GetName(int lineNumber)
{
    if (lineNumber < lines.Count)
    {
        return lines[lineNumber].name;
    }
    return "";
}

public string GetContent(int lineNumber)
{
    if (lineNumber < lines.Count)
    {
        return lines[lineNumber].content;
    }
    return "";
}

public int GetPose(int lineNumber)
{
    if (lineNumber < lines.Count)
    {
        return lines[lineNumber].pose;
    }
    return 0;
}

public int GetBackground(int lineNumber)
{
    if (lineNumber < lines.Count)
    {
        return lines[lineNumber].background;
    }
    return 0;
}

public string[] GetOptions(int lineNumber)
{
    if (lineNumber < lines.Count)
    {
        return lines[lineNumber].options;
    }
    return new string[0];
}
}

PS:DialogueManager.cs用于管理对话,角色图像,角色名称,并在场景中显示它们。当DialogueParser.cs解析该行时(例如:“ MC |” SOMEONE ...!HELP!HELP ME !!!“ || 0 | 0 | R”)。第一部分是名称,第二部分是对话,两个数字分别是字符图像和背景,第五和最后一部分是字符图像的位置。这五个部分之间用“ |”分隔。换句话说,DialogueParser.cs的工作是将它们分开并提供给DialogueManager.cs。

1 个答案:

答案 0 :(得分:1)

问题可能出在您的LoadDialogue函数中。在Unity中,当您进行构建时,资源文件夹已打包,因此“资产/资源/对话框/对话框#.txt”将不存在。

您可以使用Resources.Load读取文件。请注意,使用Resources.Load,您不需要文件扩展名。

TextAsset dialogueAsset = Resources.Load<TextAsset>("Dialogue/Dialogue#");
string dialogue = dialogueAsset.text; // This is your whole dialogue file.