Unity Prefab脚本已禁用

时间:2018-10-09 15:43:49

标签: c# unity3d networking augmented-reality

我的预制件有一个脚本,但是,每次生成时,该脚本都被禁用。我尝试了GetComponent()。enable = true(不起作用),我附加了图像->(Prefab),这是我的代码。 FYI预制件使用默认的UNET LobbyManager生成。

LobbyManager生成预制件,我使用一个单独的脚本来控制预制件。该脚本已附加到预制件上,但是在生成时会丢失,因此我一直在寻找预制件,并尝试通过代码附加它。

GameObject imageTracker_1, imageTracker_2;
public GameObject[] user;
public GameObject myTextObj, origin, canvasUI;
public float distanceFromOrigin;


//public Text myText;

private void Awake()
{

    user[0] = GameObject.FindWithTag("Respawn");
    user[1] = GameObject.FindWithTag("Finish");

}

void Start()
{
    if (!isLocalPlayer)
    {
        Destroy(this);
        return;
    }



    origin = GameObject.Find("PositionOrigin");
    //used for finding text, "GetComponent<Text>" needs to be attached or fails.
    canvasUI = GameObject.Find("Canvas");
    //myText = canvasUI.GetComponentInChildren<Text>();
    // myText.text = "Out of area";
    myTextObj.SetActive(false);

    // we track the vuforia image within the scene and attach the avatar as a child               
    //imageTracker_1 = GameObject.FindWithTag("Respawn");
    //GameObject imageTracker_2 = GameObject.FindWithTag("Finish");
    //transform.SetParent(imageTracker_1.transform, false);
    //transform.parent = imageTracker_1.transform;
}



private void Update()
{

    assigningAvatarToParent();

    distanceFromOrigin = Vector3.Distance(origin.transform.position, transform.position);

    //during start the gameObject will return NULL, this will make sure during every frame the gameObject does not equal null
    if (origin || imageTracker_1 || myTextObj == null)
    {
        myTextObj = GameObject.Find("OutOfBound");
        origin = GameObject.Find("PositionOrigin");
    }
}

void assigningAvatarToParent()
{
    int k = 0;
    while (k < user.Length){

        GameObject avatar = GameObject.Find("player_avatar" + k);
        avatar.transform.SetParent(user[k].transform, false);
        k++;
        Debug.Log("avatar for parents: " + avatar);

    }


    for (int a = 0; a < user.Length; a++)
    {

        GameObject avatar = GameObject.Find("player_avatar" + a);

        if (avatar.GetComponent<playerIdentity>() == null){
            avatar.AddComponent<playerIdentity>();

            origin = GameObject.Find("PositionOrigin");
            canvasUI = GameObject.Find("Canvas");
            myTextObj.SetActive(false);
        }

    }
    return;
}

}

1 个答案:

答案 0 :(得分:1)

我假设您的脚本是从class Test < ActiveModel::Serializer attributes :a, :b, :c end s = Test.new(Object) s.a 派生的-禁用了afaik,直到与服务器的活动连接为止。这可能是问题吗? (请参见UNet Documentation

此外,在实例化Prefab时,您的脚本会在NetworkBehaviour函数中从中删除自身。这就是为什么它不见了。

调用Start()会删除脚本组件,但不会删除Destroy(this);(而且我自己陷入该陷阱的次数约为100次)。

不确定这是否是您的意图,因为LobbyManager正在创建您的预制件。但是,如果是这样,则可能要改用GameObject