我有3个脚本,一个重复一个脚本,第三个应该获取创建的对象,但我无法获取此对象。如何获得物品?

时间:2018-11-20 11:44:11

标签: c# unity3d

我有3个脚本,一个重复一个脚本,第三个应该获取创建的对象,但我无法获取此对象。我该如何获得物品?

第一个脚本是“生成楼梯单位”。该脚本附加到一个空的GameObject。

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

public class GenerateStairsUnits : MonoBehaviour
{
    [Header("Stairs Units Prefab")]
    public GameObject stairsUnitsPrefab;
    [Space(5)]
    [Header("Settings")]
    [Range(1, 20)]
    public int numberOfUnits = 1;
    public static GameObject Unit;

    private int oldNumberOfUnits = 0;
    private List<GameObject> units = new List<GameObject>();

    // Use this for initialization
    void Start ()
    {
        oldNumberOfUnits = numberOfUnits;

        var unitsParent = GameObject.Find("Stairs Units");
        for (int i = 0; i < numberOfUnits; i++)
        {
            Unit = Instantiate(stairsUnitsPrefab, unitsParent.transform);
            Unit.name = "Stairs " + i.ToString();
            units.Add(Unit);
            Unit.AddComponent<MoveObjects>();
        }
    }

    // Update is called once per frame
    void Update ()
    {

    }
}

GenerateStairsUnits脚本复制了第二个脚本Generate Stairs的预制件:

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

public class GenerateStairs : MonoBehaviour
{
    [Header("Stairs Prefb")]
    public GameObject stairsPrefab;
    [Space(5)]
    [Header("Platforms")]
    public bool addPlatforms = false;
    public GameObject platformsPrefab;
    [Space(5)]
    [Header("Settings")]
    public float delay = 3;
    public int stairsNumber = 5;
    public Vector3 stairsStartPosition;
    public Vector3 stairSize;
    public Vector3 stairsSize;
    public float stepWidthFactor = 1f;
    public GameObject moveobjects;

    private Vector3 stairsPosition;
    private GameObject stairsParent;

    // Use this for initialization
    void Start()
    {
        moveobjects = GameObject.Find("Move Objects");

        stairsParent = new GameObject();
        stairsParent.name = "Stairs";
        stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;
        StartCoroutine(BuildStairs());
    }

    // Update is called once per frame
    void Update()
    {

    }

    private IEnumerator BuildStairs()
    {
        for (int i = 1; i <= stairsNumber; i++)
        {

            stairsPosition = new Vector3(
                    stairsStartPosition.x,
                    stairsStartPosition.y + (i * stairsSize.y),
                    stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

            GameObject stair = Instantiate(
                    stairsPrefab,
                    stairsPosition,
                    Quaternion.identity);

            stair.tag = "Stair";
            stair.transform.parent = transform;
            stair.transform.localScale = stairSize;

            yield return new WaitForSeconds(delay);
        }
    }
}

GenerateStairsUnits还添加了第三个脚本“移动对象”作为组件:

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

public class MoveObjects : MonoBehaviour
{
    public List<GameObject> objectsToMove = new List<GameObject>();
    public AnimationCurve curve;
    public float stepsPerSecond = 1f;
    public bool changeDirection = false;

    private Vector3 trackStart;
    private Vector3 trackEnd;
    private Vector3 horizontalTravel;
    private float verticalTravel;
    private float divisor;
    private float phase = 0f;

    // Use this for initialization
    public void Init()
    {
        if (curve == null)
        {
            curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));
        }
        curve.preWrapMode = WrapMode.Clamp;
        curve.postWrapMode = WrapMode.Clamp;

        trackStart = objectsToMove[0].transform.position;
        int count = objectsToMove.Count;
        var span = objectsToMove[count - 1].transform.position - trackStart;

        divisor = 1f / count;
        horizontalTravel = (count + 1) * span * divisor;
        horizontalTravel.y = 0f;

        verticalTravel = span.y;
        trackEnd = trackStart + (count + 1) * span / count;
    }

    // Update is called once per frame
    void Update()
    {
        if (objectsToMove != null && objectsToMove.Count > 0 && curve != null)
        {
            AnimationCurve();
        }
    }

    private void AnimationCurve()
    {
        phase = Mathf.Repeat(phase + stepsPerSecond * divisor * Time.deltaTime, 1f);

        for (int i = 0; i < objectsToMove.Count; i++)
        {
            float t = Mathf.Repeat(phase + i * divisor, 1f);
            // Get the height of the curve at this step.
            float curveHeight = curve.Evaluate(t) * verticalTravel;

            if (changeDirection)
            {
                objectsToMove[i].transform.position = trackStart                // First step
                                  - horizontalTravel * t      // evenly spaced horizontal
                                  + curveHeight * Vector3.up; // curving vertical
            }
            else
            {
                objectsToMove[i].transform.position = trackStart                // First step
                                  + horizontalTravel * t      // evenly spaced horizontal
                                  + curveHeight * Vector3.up; // curving vertical
            }
        }
    }

    private void StraightLineTrack()
    {
        float divisor = 1f / objectsToMove.Count;

        // Compute the current phase of the escalator, 
        // from 0 (1st step at track start) to 1 (1st step at track end)
        phase = Mathf.Repeat(phase + stepsPerSecond * divisor * Time.deltaTime, 1f);

        // Place each step a proportional distance along the track.
        for (int i = 0; i < objectsToMove.Count; i++)
        {
            float t = Mathf.Repeat(phase + i * divisor, 1f);
            objectsToMove[i].transform.position = Vector3.Lerp(trackStart, trackEnd, t);
        }
    }
}

现在是问题:

复制GenerateStairs并为每个Stairs Unit创建楼梯并添加Move Objects组件后,结果为:

在层次结构中,我有空的GameObject名称Stairs Units。在“楼梯单位”下有单位楼梯0、1、1、2、3、4。

每个单元(例如楼梯0)还附加了“移动对象”脚本。

现在,我的问题是如何使每个单元的楼梯进入“移动对象”的objectsToMove列表。

在“移动对象”中,我有一个列表名称“ objectsToMove”。例如,在“楼梯0”下有10个楼梯,我需要将这10个楼梯设置为“楼梯0”的objectsToMove。然后是“楼梯1”的下10个楼梯,依此类推。但是我不知道如何将每个单元的楼梯添加到objectsToMove。

Stairs

最后,objectsToMove将移动每个楼梯单元的楼梯。

1 个答案:

答案 0 :(得分:1)

由于您的Stairs N游戏对象在其上附加了两个脚本GenerateStairsMoveObjects,因此您可以在生成以下内容之前调用MoveObjects以获取GetComponent的引用Stair s,并将其传递给BuildStairs函数。

void Start()
{
    ...
    MoveObjects moveObjects = gameObject.GetComponent<MoveObjects>();
    StartCoroutine(BuildStairs(moveObjects));
}

通过获取MoveObjects的引用,您可以将该引用传递到BuildStairs函数中,并将生成stair的引用添加到{{1 }}。

修改函数并像下面一样传递objectsToMove

MoveObjects

关于GetComponent