在加载新场景时,我遇到了鼠标拖动不移到下一个场景的麻烦,并且在加载新场景时不得不重新单击。
我希望鼠标单击可以无缝地转移到下一个场景,而不会引起玩家的注意,更一般地说,我想知道如何最好地保存某些游戏对象并使它们转移到下一个场景。
从本质上讲,我想做的是让整个游戏的行为像一个大场景,玩家可以玩低谷,但仍然可以分解为较小的场景,以后可以访问或转换为关卡。
谢谢。
这是我当前正在使用的代码
using UnityEngine;
using System.Collections;
using UnityEngine.Profiling;
public class MoveBall : MonoBehaviour
{
public static Vector2 mousePos = new Vector2();
private void OnMouseDrag()
{
mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
transform.position = mousePos;
DontDestroyOnLoad(this.gameObject);
}
}
Bellow是负责场景加载的脚本:
public class StarCollision : MonoBehaviour
{
private bool alreadyScored = false;
private void OnEnable()
{
alreadyScored = false;
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.CompareTag("White Ball"))
{
if (!alreadyScored)
{
ScoreScript.scoreValue += 1;
StartCoroutine(ChangeColor());
alreadyScored = true;
}
}
if (ScoreScript.scoreValue > 4)
{
SceneManager.LoadScene(1);
}
}
private IEnumerator ChangeColor()
{
ScoreScript.score.color = Color.yellow;
yield return new WaitForSeconds(0.1f);
ScoreScript.score.color = Color.white;
gameObject.SetActive(false);
}
}
答案 0 :(得分:3)
我认为它不起作用的主要原因是您可能在新场景中还有另一个Camera
。
OnMouseDrag
内部使用对象Collider
和Camera
发出的射线广播依赖于物理系统。现在,如果您切换场景,我猜想一台摄像机被禁用了,因此拖动操作会被中断。
也使用LoadScene
而不是LoadSceneAsync
会导致明显的滞后,并且可能与问题有关。
我可能有一个更复杂的解决方案,但这就是我通常要做的:
此场景包含诸如MainCamera,全局ligthning,全局管理器组件,这些组件永远都不应销毁。
您说您不希望用户在场景切换时不注意,所以我还是建议您使用SceneManager.LoadSceneAsync
。
然后,为了不卸载前面提到的MainScene
,您需要传递optional parameter LoadSceneMode.Additive
。这使得新场景被加载到已经存在的场景之外。然后,您只需要通过卸载以前添加的场景即可进行交换。
为此我创建了一个非常简单的static
管理器:
public static class MySceneManager
{
// store build index of last loaded scene
// in order to unload it later
private static int lastLoadedScene = -1;
public static void LoadScene(int index, MonoBehaviour caller)
{
caller.StartCoroutine(loadNextScene(index));
}
// we need this to be a Coroutine (see link below)
// in order to correctly set the SceneManager.SetActiveScene(newScene);
// after the scene has finished loading. So the Coroutine is required
// in order to wait with it until the reight moment
private static IEnumerator loadNextScene(int index)
{
// start loading the new scene async and additive
var _async = SceneManager.LoadSceneAsync(index, LoadSceneMode.Additive);
// optionally prevent the scene from being loaded instantly but e.g.
// display a loading progress
// (in your case not but for general purpose I added it)
_async.allowSceneActivation = false;
while (_async.progress < 0.9f)
{
// e.g. show progress of loading
// yield in a Coroutine means
// "pause" the execution here, render this frame
// and continue from here in the next frame
yield return null;
}
_async.allowSceneActivation = true;
// loads the remaining 10%
// (meaning it runs all the Awake and OnEnable etc methods)
while (!_async.isDone)
{
yield return null;
}
// at this moment the new Scene is supposed to be fully loaded
// Get the new scene
var newScene = SceneManager.GetSceneByBuildIndex(index);
// would return false if something went wrong during loading the scene
if (!newScene.IsValid()) yield break;
// Set the new scene active
// we need this later in order to place objects back into the correct scene
// if we do not want them to be DontDestroyOnLoad anymore
// (see explanation in SetDontDestroyOnLoad)
SceneManager.SetActiveScene(newScene);
// Unload the last loaded scene
if (lastLoadedScene >= 0) SceneManager.UnloadSceneAsync(lastLoadedScene);
// update the stored index
lastLoadedScene = index;
}
}
此MySceneManager
是static class
,因此它没有附加到任何GameObject或场景,而只是“存在”于Assets
中。现在,您可以使用
MySceneManager.LoadScene(someIndex, theMonoBehaviourCallingIt);
类型为MonoBehaviour
的第二个参数(基本上就是脚本)是必需的,因为必须由某人负责运行IEnumerator
Coroutine,而{{ 1}}本身。
当前,您要将随时拖动的任何GameObject添加到static class
。但是您永远不会撤消此操作,因此从那一刻起,您接触到的任何东西都将永远持续下去。
我宁愿使用例如像
DontDestroyOnLoad
这是Extension Method,可让您简单地拨打电话
public static class GameObjectExtensions
{
public static void SetDontDestroyOnLoad(this GameObject gameObject, bool value)
{
if (value)
{
// Note in general if DontDestroyOnLoad is called on a child object
// the call basically bubbles up until the root object in the Scene
// and makes this entire root tree DontDestroyOnLoad
// so you might consider if you call this on a child object to first do
//gameObject.transform.SetParent(null);
UnityEngine.Object.DontDestroyOnLoad(gameObject);
}
else
{
// add a new temporal GameObject to the active scene
// therefore we needed to make sure before to set the
// SceneManager.activeScene correctly
var newGO = new GameObject();
// This moves the gameObject out of the DontdestroyOnLoad Scene
// back into the currently active scene
gameObject.transform.SetParent(newGO.transform, true);
// remove its parent and set it back to the root in the
// scene hierachy
gameObject.transform.SetParent(null, true);
// remove the temporal newGO GameObject
UnityEngine.Object.Destroy(newGO);
}
}
}
在任何GameObject参考上。
然后我将您的脚本更改为
someGameObject.SetDontDestroyOnLoad(boolvalue);
在您的public class MoveBall : MonoBehaviour
{
public static Vector2 mousePos = new Vector2();
// On mouse down enable DontDestroyOnLoad
private void OnMouseDown()
{
gameObject.SetDontDestroyOnLoad(true);
}
// Do your dragging part here
private void OnMouseDrag()
{
// NOTE: Your script didn't work for me
// in ScreenToWorldPoint you have to pass in a Vector3
// where the Z value equals the distance to the
// camera/display plane
mousePos = Camera.main.ScreenToWorldPoint(new Vector3(
Input.mousePosition.x,
Input.mousePosition.y,
transform.position.z)));
transform.position = mousePos;
}
// On mouse up disable DontDestroyOnLoad
private void OnMouseUp()
{
gameObject.SetDontDestroyOnLoad(false);
}
}
脚本中,您只需要交换
StarCollision
使用
SceneManager.LoadScene(1);
为了进行一些演示,我使用了两个简单的脚本来“伪造”它
这个在主场景中
MySceneManager.LoadScene(2, this);
另外一个场景中的这个
public class LoadFirstscene : MonoBehaviour
{
// Start is called before the first frame update
private void Start()
{
MySceneManager.LoadScene(1, this);
}
}
有3个场景:
主要:如前所述包含
public class LoadNextScene : MonoBehaviour
{
[SerializeField] private int nexSceneIndex;
private void Update()
{
if (!Input.GetKeyDown(KeyCode.Space)) return;
MySceneManager.LoadScene(nexSceneIndex, this);
}
}
测试:包含
LoadFirstScene
“领域” MoveBall
test2:包含
LoadNextScene
索引与构建设置匹配(确保LoadNextScene
始终位于Main
处))
我现在可以使用 Space 键在0
和test
之间切换。
如果同时拖动其中一个对象,则可以将其继续到下一个场景中(一次只能一个)。我什至可以再次将其带回到第一个场景,例如我可以使用两个球形物体;)