C# 重新启动时删除重复的游戏对象
我有以下创建主菜单的代码:C# 重新启动时删除重复的游戏对象,c#,json,unity3d,gameobject,C#,Json,Unity3d,Gameobject,我有以下创建主菜单的代码: public class EscapeGUI : MonoBehaviour { public GUISkin MySkin; public bool pauseToggle = false; public bool showGUI = false; public bool levelLoaded = false; static string filePath; private List<string> list = new List&l
public class EscapeGUI : MonoBehaviour {
public GUISkin MySkin;
public bool pauseToggle = false;
public bool showGUI = false;
public bool levelLoaded = false;
static string filePath;
private List<string> list = new List<string>();
private string line;
void Update() {
if (!levelLoaded) {
showGUI = true;
Time.timeScale = 0;
Debug.Log ("NO LEVEL LOADED");
} else {
if (Input.GetKeyDown (KeyCode.Escape)) {
pauseToggle = !pauseToggle;
if (pauseToggle) {
Time.timeScale = 0;
showGUI = true;
} else {
Time.timeScale = 1;
showGUI = false;
}
}
Debug.Log("FILEPATH IS " + filePath);
Debug.Log("LEVEL IS LOADED");
}
}
void OnGUI() {
if (showGUI) {
GUI.skin = MySkin;
GUILayout.BeginArea (new Rect (Screen.width / 4, Screen.height / 4, 400, Screen.width / 2));
GUILayout.BeginHorizontal ();
if (levelLoaded){
if (GUILayout.Button ("Resume")) {
Time.timeScale = 1;
showGUI = false;
pauseToggle = false;
}
}
GUILayout.EndHorizontal ();
GUILayout.BeginHorizontal ();
if (levelLoaded){
if (GUILayout.Button ("Restart")) {
Application.LoadLevel (0);
showGUI = false;
pauseToggle = false;
Time.timeScale = 1;
levelLoaded = true;
Debug.Log ("Game is restarted with this level: " + filePath);
}
}
GUILayout.EndHorizontal ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Load")) {
filePath = EditorUtility.OpenFilePanel("Select JSON file",Application.streamingAssetsPath,"txt");
Debug.Log ("Game is loaded with this level: " + filePath);
StreamReader reader = new StreamReader(filePath);
while ((line = reader.ReadLine()) != null)
{
list.Add(line);
//Debug.Log(line);
}
//Do this as soon as the JSON is checked and found to be OK.
GameObject.Find("Preserved Variables").SendMessage("setFilePath", filePath);
Time.timeScale = 1;
levelLoaded = true;
showGUI = false;
pauseToggle = false;
}
GUILayout.EndHorizontal ();
GUILayout.BeginHorizontal ();
if (GUILayout.Button ("Quit")) {
Application.Quit();
}
GUILayout.EndHorizontal ();
GUILayout.EndArea ();
}
}
}
现在的问题是,当我运行这个程序时,我单击“加载”,我选择了我的文件,到目前为止一切都很好。但是,当我单击“重新启动”时,会出现以下两个问题:
1主菜单仅显示“加载”和“退出”,因为它只应在没有加载游戏时显示,所以这只发生在启动时,但我认为这将通过修复nr来修复。2见下文
2加载文件后,只要我单击“重新启动”,游戏对象“保留变量”就会再次生成,但这次它没有附加脚本组件。但原始游戏对象的文件路径已正确更新
如果可以的话,我想问一个额外的小问题,如何从空的游戏对象“保留变量”中重新检索filepath变量,以便在重新启动代码中使用它?我在那里问了15个多小时,但没有得到响应,这是一件非常紧急的事情,所以我在这里试着运气!不过还是要谢谢你!我被你的问题弄糊涂了。LearnCos2D和我已经尝试通过编辑来改进它。如果你能缩小这个问题的范围并更好地解释它,我可以帮助你。也就是说,我认为你正在摧毁一个游戏对象,当它找不到时,所有的地狱之门都会失去;正在执行?@functor我试图不破坏某个特定的游戏对象,因为我需要检索其中存储的变量,但它会创建它的副本:Sadik yea代码正在执行,因为我可以在控制台中看到日志
public class PreservedVariables : MonoBehaviour {
public string filePath;
public static PreservedVariables instance;
void Awake() {
if(instance){
Destroy(this);
} else {
DontDestroyOnLoad(this);
instance = this;
}
}
void setFilePath(string fp) {
filePath = fp;
}
string getFilePath() {
return filePath;
}
}