如您所见,我从场景中的对象开始,然后将脚本以及其他组件附加到该对象。 https://imgur.com/z9Tooh9
由于那里实际上没有模型,所以看起来很贫瘠。但是,当游戏开始时,它是由层次结构中的对象中的另一个脚本创建的。 https://imgur.com/guQQlJO
您还可以看到该脚本可以正常工作,并且可以检测所有蒙皮的网格渲染器,并可以相应地调整颜色。
但是,这就是问题所在。
当我复制此对象时,第一个对象会执行预期的操作,但是第二个对象则不会。
如您所见,第二个对象的列表中没有蒙皮的网格渲染器。 https://imgur.com/zTRHL9F
自然,我将调试日志放在检测到蒙皮的网格渲染器的位置,以查看问题所在:
void OnMouseEnter()
{
Debug.Log("Mouse Entered");
foreach (SkinnedMeshRenderer element in skinnedMeshRenderersScan) //For
every object it finds
{
Debug.Log("Detected: " + element);
Debug.Log("Detected Color: " + selectedColor);
element.material.color = selectedColor;
}
}
void OnMouseExit()
{
Debug.Log("Mouse Left");
foreach (SkinnedMeshRenderer element in skinnedMeshRenderersScan) //For
every object it finds
{
//Debug.Log("Detected: " + element);
//Debug.Log("Detected Color: " + deselectedColor);
element.material.color = deselectedColor;
}
}
第一个对象指出已检测到它们。 https://imgur.com/fBhXjKj
第二个简单地假装好像调试日志还不存在。 https://imgur.com/alE76aY
如果您不太了解我要问的是什么,我很乐于阐述。
在此先感谢您,如果格式很糟糕,我也不是很擅长。
我已经尝试过在线搜索答案,但是我找不到自己的独特问题的解决方案。
整个脚本如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TankController : MonoBehaviour
{
Vector3 targetPosition;
Vector3 lookAtTarget;
public Vector4 selectedColor;
public Vector4 deselectedColor;
Quaternion playerRot;
float rotSpeed = 2;
float speed = 3;
bool moving = false;
public bool Building = false;
public bool selected = false;
public bool CoolingDown = false;
public double CoolDown = .2;
public double original = .2;
MeshRenderer RenderMesh;
MeshRenderer RenderMeshParent;
SkinnedMeshRenderer[] skinnedMeshRenderersScan;
public List<SkinnedMeshRenderer> skinnedMeshRenderersList = new
List<SkinnedMeshRenderer>();
// Use this for initialization
void Start()
{
RenderMesh = GetComponentInChildren<MeshRenderer>();
RenderMeshParent = GetComponentInParent<MeshRenderer>();
skinnedMeshRenderersScan = GetComponentsInChildren<SkinnedMeshRenderer> ();
foreach (SkinnedMeshRenderer element in skinnedMeshRenderersScan) //For every object it finds
{
if (!skinnedMeshRenderersList.Contains(element)) //If it isn't already in this list
{
skinnedMeshRenderersList.Add(element); //Add to the list
}
}
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButton(0))
{
if (CoolingDown == false) //If not cooling down
{
SetTargetPosition();
CoolingDown = true; //Set cooling down to true
}
}
if (CoolingDown == true)
{
CoolDown -= Time.deltaTime; //Takes some time away
if (CoolDown <= 0) //Checks if the cooldown is done yet
{
CoolingDown = false; //Sets cooling down to false
CoolDown = original; //Cooldown timer is reset by equalling its original value
}
}
if (moving)
Move();
}
void SetTargetPosition()
{
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, Mathf.Infinity))
{
if (hit.collider.CompareTag("Hittable") == true && selected == true)
{
targetPosition = hit.point;
lookAtTarget = new Vector3(targetPosition.x - transform.position.x,
transform.position.y,
targetPosition.z - transform.position.z);
playerRot = Quaternion.LookRotation(lookAtTarget);
moving = true;
}
if (hit.collider.CompareTag("Unit") == true)
{
Fighting self = GetComponentInChildren<Fighting>();
Fighting other = hit.collider.gameObject.GetComponentInChildren<Fighting>();
PlayerMaster playcheck = GetComponent<PlayerMaster>();
if (CoolingDown == false) //If not cooling down
{
if (gameObject.name == hit.collider.name)
{
if (selected == false)
{
selected = true;
RenderMesh.enabled = !RenderMesh.enabled;
}
else if (selected == true)
{
selected = false;
RenderMesh.enabled = !RenderMesh.enabled;
}
}
CoolingDown = true; //Set cooling down to true
}
}
}
}
}
void Move()
{
if (Building == false)
{
transform.rotation = Quaternion.Slerp(transform.rotation,
playerRot,
rotSpeed * Time.deltaTime);
transform.position = Vector3.MoveTowards(transform.position,
targetPosition,
speed * Time.deltaTime);
if (transform.position == targetPosition)
moving = false;
}
}
void OnMouseEnter()
{
Debug.Log("Mouse Entered");
foreach (SkinnedMeshRenderer element in skinnedMeshRenderersScan) //For every object it finds
{
Debug.Log("Detected: " + element);
Debug.Log("Detected Color: " + selectedColor);
element.material.color = selectedColor;
}
}
void OnMouseExit()
{
Debug.Log("Mouse Left");
foreach (SkinnedMeshRenderer element in skinnedMeshRenderersScan) //For every object it finds
{
//Debug.Log("Detected: " + element);
//Debug.Log("Detected Color: " + deselectedColor);
element.material.color = deselectedColor;
}
}
}
回顾一下,预期结果是第二个对象(或更多个)的工作方式与第一个对象相同。
实际上,不是。
答案 0 :(得分:0)
我能够通过将扫描放入awake()方法来解决此问题。