C# 如何通过了解自定义类中的变量来访问该类?
我创建了一个自定义类:C# 如何通过了解自定义类中的变量来访问该类?,c#,class,unity3d,C#,Class,Unity3d,我创建了一个自定义类: using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class Obstacle { public GameObject gameObj; public Color color; public GameObject starExplosion; public GameObje
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Obstacle {
public GameObject gameObj;
public Color color;
public GameObject starExplosion;
public GameObject regular_Trail;
[HideInInspector]
public bool firstCollistion = true;
public static Vector3 SpawnLocation()
{
int positionQuadran = Random.Range(1, 3);
switch (positionQuadran)
{
//spawn above the player
case 1:
return new Vector3(Random.Range(1.5f, -1.5f),
Random.Range(4f - SpawnStars.closerToPlayer, 4.5f),
Random.Range(1, -3.2f));
//spawn benith the player
case 2:
return new Vector3(Random.Range(1.5f, -1.5f),
Random.Range(-0.5f, SpawnStars.closerToPlayer),
Random.Range(1f, -3.2f));
}
return Vector3.zero;
}
}
现在,正如您在这个类中看到的,有一个变量publicgameobjectgameobj
现在在另一个脚本中,我需要访问这个gameObj
实例所在的barrier
类的实例。我正试着这样做:
private void OnCollisionEnter(Collision collision)
{
collision.collider. //what do I do next?
}
出于几个原因,我不想让障碍
类继承自单一行为
。既然我无法从场景中的另一个GameObject
访问该类,那么我如何通过只知道gameObj
变量来访问它
更新我将添加用于生成障碍物类的脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnStars : MonoBehaviour
{
[SerializeField]
private List<Obstacle> obstacles;
[HideInInspector]
public List<Obstacle> normalStarsPool = new List<Obstacle>();
[SerializeField]
private List<Obstacle> otherObstacles;
[HideInInspector]
public List<Obstacle> otherObstaclesPool;
[SerializeField]
private int spawnNumber = 2;
private Obstacle nextObstacleToSpawn;
[SerializeField]
public GameObject panel;
public static bool spawnNow = true;
public static bool first_find_star = true;
public static float starSpeed;
/* this variables will make the stars to spawn closer and closer to the player as
the score is progresing*/
public static float closerToPlayer;
private float spawnPositionZ;
private void Start()
{
first_find_star = true;
spawnNow = true;
GeneratePrefabs(spawnNumber, obstacles, normalStarsPool);
StartCoroutine(ShuffleList(normalStarsPool));
GeneratePrefabs(2, otherObstacles, otherObstaclesPool);
StartCoroutine(ShuffleList(otherObstaclesPool));
}
private void LateUpdate()
{
if (spawnNow)
{
spawnNow = false;
if (first_find_star)
{
nextObstacleToSpawn = FindStar(normalStarsPool);
first_find_star = false;
}
//spawn the current star
int randomNumber = Random.Range(0, 100);
if(randomNumber >= 20){
nextObstacleToSpawn = FindStar(normalStarsPool);
}
else{
Debug.Log("corrupt star");
nextObstacleToSpawn = FindStar(otherObstacles);
}
SpawnStar(nextObstacleToSpawn);
}
}
void GeneratePrefabs(int how_many, List<Obstacle> prefabList, List<Obstacle> poolList)
{
foreach (Obstacle prefab in prefabList)
{
for (int i = 0; i <= how_many; i++)
{
Obstacle go = new Obstacle
{
gameObj = Instantiate(prefab.gameObj)
};
go.regular_Trail = go.gameObj.transform.GetChild(1).gameObject;
go.starExplosion = go.gameObj.transform.GetChild(0).gameObject;
go.color = prefab.color;
go.gameObj.SetActive(false);
//setap all the colors for the obstacle
ParticleSystem ps = go.starExplosion.GetComponent<ParticleSystem>();
ParticleSystem.MainModule psmain = ps.main;
psmain.startColor = go.color;
//setup the collor of a partycle system
ps = go.starExplosion.GetComponent<ParticleSystem>();
psmain = ps.main;
psmain.startColor = go.color;
psmain.startColor = go.color;
go.gameObj.GetComponent<Renderer>().material.color = go.color;
poolList.Add(go);
}
}
}
Obstacle FindStar(List<Obstacle> poolList)
{
while (true)
{
int randomIndex = Random.Range(0, poolList.Count);
if (!poolList[randomIndex].gameObj.activeInHierarchy)
{
Color color = poolList[randomIndex].color;
color.a = 0.5f;
panel.GetComponent<Renderer>().material.color = color;
return poolList[randomIndex];
}
else randomIndex = Random.Range(0, poolList.Count);
}
}
void SpawnStar(Obstacle star)
{
star.firstCollistion = false;
star.starExplosion.SetActive(false);
star.regular_Trail.SetActive(true);
star.gameObj.GetComponent<MeshRenderer>().enabled = true;
ScaleDifficulty();
star.gameObj.transform.position = Obstacle.SpawnLocation();
star.gameObj.SetActive(true);
}
//Shuffle a list every 4 seconds, don't pus this in an update or something cuz it's a coroutine
IEnumerator ShuffleList(List<Obstacle> list_to_Shuffle)
{
while (true)
{
yield return new WaitForSeconds(4f);
for (int i = 0; i < list_to_Shuffle.Count; i++)
{
Obstacle temp = list_to_Shuffle[i];
int randomIndex = Random.Range(i, list_to_Shuffle.Count);
list_to_Shuffle[i] = list_to_Shuffle[randomIndex];
list_to_Shuffle[randomIndex] = temp;
}
}
}
//this will scale the difficulty as the score get's higher and higher
public void ScaleDifficulty()
{
if (Menu.score < 60)
{
//the speed of the star as the score goes up
starSpeed = ((float)Menu.score / 30) + 1f;
//how close relative to the player will the stars spawn in the x and y axis?
closerToPlayer += Menu.score / 60;
// Debug.Log(starSpeed);
}
}
}
使用系统集合;
使用System.Collections.Generic;
使用UnityEngine;
公共类明星:单一行为
{
[序列化字段]
私人名单障碍;
[hideininstecpt]
公共列表normalStarsPool=新列表();
[序列化字段]
私人障碍;
[hideininstecpt]
公共列表otherObstaclesPool;
[序列化字段]
私有整数=2;
私人障碍物靠近Stacletospawn;
[序列化字段]
公共游戏对象面板;
公共静态bool spawnNow=true;
公共静态bool first\u find\u star=true;
公共静态浮动星速;
/*这些变量将使星星越来越靠近玩家
比分在上升*/
公共静态浮动播放器;
私人浮点数;
私有void Start()
{
第一个查找星=真;
现在=真;
GeneratePrefabs(产卵数、障碍物、法线起点);
start例程(shufflist(normalStarsPool));
生成默认值(2,其他障碍,其他障碍池);
startcroutine(shufflist(otherObstaclesPool));
}
私有更新()
{
如果(现在)
{
spawnow=false;
如果(第一个找到星)
{
nextObstacleToSpawn=FindStar(normalStarsPool);
第一个查找星号=假;
}
//产生当前恒星
int randomNumber=Random.Range(0,100);
如果(随机数>=20){
nextObstacleToSpawn=FindStar(normalStarsPool);
}
否则{
Debug.Log(“腐败之星”);
nextObstacleToSpawn=FindStar(其他障碍物);
}
产卵星(下一颗星辰);
}
}
void GeneratePrefabs(int-how_-many,List-prefabList,List-poolList)
{
foreach(预制列表中的障碍物预制)
{
对于(int i=0;i
现在在另一个脚本中,我需要访问这个gameObj实例所在的障碍类的实例
给定一个障碍物
类的实例,你怎么知道它被游戏对象
的实例引用?或者你怎么知道它只被一个游戏对象引用?
除非有双向引用,游戏对象
引用了障碍物
,障碍物
也引用了游戏对象
,否则无法确定什么引用了障碍物
现在在另一个脚本中,我需要访问这个gameObj实例所在的障碍类的实例
给定一个障碍物
类的实例,你怎么知道它被游戏对象
的实例引用?或者你怎么知道它只被一个游戏对象引用?
除非有双向引用,游戏对象
引用了障碍物
,障碍物
也引用了游戏对象
,-没有办法确定什么引用了障碍物的实例简而言之,你不能。这不是你设置的方式。如果您需要全局访问该对象,则需要全局跟踪它。Unity提供了一种方法来实现这一点(基本上是),但您已经说过不想使用它。因此,您必须构建自己的
假设您有一组障碍物
对象,例如IList障碍物
,您可以通过障碍物获得它。其中(o=>o.gameObj==myLocalGameObjReference)
。一个更好的解决方案是,假设您将此脚本按1:1的比例附加到每个障碍
中,只需将障碍
简单地注入到脚本中。查看依赖项注入(DI)框架喜欢帮助配置和管理依赖项。另一种选择是。就个人而言,我会选择DI而不是单例。单例一开始似乎更容易,但很快就会遇到麻烦。简而言之,你不能。不是你设置的方式。如果你需要全局访问该对象,你需要Unity提供了一种实现这一点的方法(本质上是),但你已经说过你不想使用它。所以你必须建立自己的
假设您有一组障碍物
对象,例如IList障碍物
,您可以通过障碍物获得它。其中(o=>o.gameObj==myLocalGameObjReference)
。一个更好的解决方案是,假设您将此脚本按1:1的比例附加到每个障碍
中,只需将障碍
简单地注入到脚本中。查看依赖项注入(DI)框架喜欢帮助配置和管理依赖项。另一种选择是。就个人而言,我会选择DI而不是单例。单例一开始似乎更容易,但很快就会遇到麻烦。您在哪里创建障碍
类的实例?我根据您的请求更新了问题:)使用gameobjectsGetComponent()
void GeneratePrefabs(int how_many, List<Obstacle> prefabList, List<Obstacle> poolList)
{
foreach (Obstacle prefab in prefabList)
{
for (int i = 0; i <= how_many; i++)
{
Obstacle go = new Obstacle
{
gameObj = Instantiate(prefab.gameObj)
};
go.regular_Trail = go.gameObj.transform.GetChild(1).gameObject;
go.starExplosion = go.gameObj.transform.GetChild(0).gameObject;
go.color = prefab.color;
go.gameObj.SetActive(false);
//setap all the colors for the obstacle
ParticleSystem ps = go.starExplosion.GetComponent<ParticleSystem>();
ParticleSystem.MainModule psmain = ps.main;
psmain.startColor = go.color;
//setup the collor of a partycle system
ps = go.starExplosion.GetComponent<ParticleSystem>();
psmain = ps.main;
psmain.startColor = go.color;
psmain.startColor = go.color;
go.gameObj.GetComponent<Renderer>().material.color = go.color;
poolList.Add(go);
}
}
}