我正在尝试开发一款游戏,每个人都可以购买汽车(并且我将这些数据保存到playerprefs中)。所以我在游戏中有9条关于赛车的踪迹,并且我正在尝试编写一些代码,以便当您按下按钮时,这辆汽车及其踪迹将出现。
单击旁边的按钮时,它将保存该数据,因此当人们重新启动游戏时,他们仍然可以打开汽车和步道,而无需再次按下按钮。
这是我的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public Button[] TrailLevel;
public GameObject[] Cars, Trails;
public Text text;
public int CurrentCarToSpawn = 0;
private void Start()
{ }
private void FixedUpdate()
{
UpdateCar();
}
public void InstantiateCar()
{
TrailLevel[CurrentCarToSpawn].gameObject.active = false;
MineLevel[CurrentCarToSpawn+1].interactable = true;
PlayerPrefs.SetInt("TrailCountA", PlayerPrefs.GetInt("TrailCountA") + 1);
PlayerPrefs.Save();
CurrentCarToSpawn++;
UpdateCar();
}
void UpdateCar()
{
int TrailCountA= PlayerPrefs.GetInt("TrailCountA", 1);
for (int i = 0; i < TrailLevel.Length; i++)
{
if (i + 1 > TrailCountA)
{
TrailLevel.interactable = false;
}
if (TrailLevel.interactable)
{
Trains[CurrentCarToSpawn].gameObject.active = true;
Mines[CurrentCarToSpawn].gameObject.active = true;
}
}
text.text = PlayerPrefs.GetInt("TrailCountA").ToString();
}
}
答案 0 :(得分:0)
从我的代码中可以看到,这就是我的处理方式:
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public Button[] TrailLevel;
public GameObject[] Cars, Trails;
public Text text;
public int CurrentCarToSpawn = 0;
private void Start()
{
// Load the current car. ADDED
CurrentCarToSpawn = PlayerPrefs.getInt("savedSelection", 0);
// Since we are loading the last selection, we need to call our
// instantiation method so it can activate the appropriate
// GameObjects.
InstantiateCar();
}
private void FixedUpdate()
{
UpdateCar();
}
public void InstantiateCar()
{
TrailLevel[CurrentCarToSpawn].gameObject.active = false;
MineLevel[CurrentCarToSpawn+1].interactable = true;
PlayerPrefs.SetInt("TrailCountA", PlayerPrefs.GetInt("TrailCountA") + 1);
// Save that this is our current selection.
PlayerPrefs.SetInt("savedSelection", CurrentCarToSpawn);
PlayerPrefs.Save();
CurrentCarToSpawn++;
UpdateCar();
}
void UpdateCar()
{
int TrailCountA= PlayerPrefs.GetInt("TrailCountA", 1);
for (int i = 0; i < TrailLevel.Length; i++)
{
if (i + 1 > TrailCountA)
{
TrailLevel.interactable = false;
}
if (TrailLevel.interactable)
{
Trains[CurrentCarToSpawn].gameObject.active = true;
Mines[CurrentCarToSpawn].gameObject.active = true;
}
}
text.text = PlayerPrefs.GetInt("TrailCountA").ToString();
}
}