我正在尝试在游戏中创建一个生命系统,但是屏幕上的测试没有更新,尽管变量已更新。我希望我的文字也能更新。
LoseCollider类
[SerializeField] TextMeshProUGUI livesText;
[SerializeField] static int currentLives = 4;
public void Start()
{
livesText.text = "Lives: " + currentLives.ToString();
Debug.Log(currentLives);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (currentLives > 0)
{
currentLives--;
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
if (currentLives <= 0)
{
SceneManager.LoadScene("Game Over");
currentLives = 4;
}
}
我认为您对DontDestroy是正确的问题。
来自另一个脚本
public class GameSession : MonoBehaviour
{
// config params
[Range(0.1f, 10f)] [SerializeField] float gameSpeed = 1f;
[SerializeField] int pointsPerBlockDestroyed = 83;
[SerializeField] TextMeshProUGUI scoreText;
[SerializeField] bool isAutoPlayEnabled;
// state variables
[SerializeField] int currentScore = 0;
private void Awake()
{
int gameStatusCount = FindObjectsOfType<GameSession>().Length;
if (gameStatusCount > 1)
{
gameObject.SetActive(false);
Destroy(gameObject);
}
else
{
DontDestroyOnLoad(gameObject);
}
}
// Start is called before the first frame update
void Start()
{
scoreText.text = currentScore.ToString();
}
// Update is called once per frame
void Update()
{
Time.timeScale = gameSpeed;
}
public void AddToScore()
{
currentScore += pointsPerBlockDestroyed;
scoreText.text = currentScore.ToString();
}
public void ResetGame()
{
Destroy(gameObject);
}
public bool IsAutoPlayEnabled()
{
return isAutoPlayEnabled;
}
}
我现在完全团结一致。有什么想法可以解决这个问题吗?
答案 0 :(得分:2)
我怀疑您正在使用DontDestroyOnLoad
。
您的第一个脚本似乎与GameSession
附加在同一对象上,或者位于其下面的层次结构中(一个子对象)。
这使得Start
不再再被呼叫。
但是,您可以向SceneManager.sceneLoaded
注册回调以更新文本:
public class GameSession : MonoBehaviour
{
// ...
private YourFirstScript yourFirstScript;
// rather implement a Singleton pattern this way
private static GameSession Instance;
private void Awake()
{
if(Instance)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
// Add the callback
// it is save to remove even if not added yet
// this makes sure a callback is always added only once
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneLoaded += OnSceneLoaded;
yourFirstScript = GetComponentInChildren<YourFirstScript>(true);
}
private void OnDestroy()
{
// make sure to remove callbacks when not needed anymore
SceneManager.sceneLoaded -= OnSceneLoaded;
}
// called everytime a scene was loaded
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
scoreText.text = currentScore.ToString();
// Since you made it public anyway simply call the method
// of your first script
// You shouldn't call it Start anymore
// because now it will be called twice
yourFirstScript.Start();
}
// ...
}
注意:livesText
也可以是DontDestroyOnLoad
,也可以在场景加载后重新分配。否则,您仍然会得到NullReferenceException
。
如何重新分配
livesText
?
您可以将Instance
中的GameSession
public static GameSession Instance;
这有点滥用单例模式和一种有争议的..但我认为这对于快速原型设计是不错的。
,并在levelText
中创建YourFirstScript
public TextMeshProUGUI levelText;
然后,您可以在相应的levelText
对象上简单地添加一个新组件,例如
[RequireComponent(typeof(TextMeshProUGUI))]
public class LevelTextAssigner : MonoBehaviour
{
// you can reference this already in the Inspector
// then you don't need to use GetComponent
[SerializeField] private TextMeshProUGUI _text;
// Is called before sceneLoaded is called
private void Awake()
{
if(!_text) _text = GetComponent<TextMeshProUGUI>();
// It is possible that the first time GameSession.Instance is not set yet
// We can ignore that because in this case the reference still exists anyway
if(GameSession.Instance)
{
GameSession.Instance.YourFirstScript.leveltext = _text;
}
}
}
答案 1 :(得分:-1)
通过“ SetText” api设置TextMeshProUGUI。 text = "something";
会更新存储值的后备字段,但不一定会触发GUI更新文本。
根据特定版本的TextMeshProUGUI,这是我以前注意到的一个问题。它不会影响所有版本的UGUI,因此对于某些用户而言,这不是问题。看起来很可能是您的情况。