C# Unity3D功能在场景更改后停止工作
好吧,我有一个小游戏,它不能正常工作。 基本上,我的ClickedStartButton()只工作了一半。 如果我按play并点击start,一切都会完美运行。 但是,如果我更改了场景,然后返回主菜单并单击“播放”,它将停止工作。什么也没发生。我不明白我的代码的哪一部分会导致这个问题,因为场景被重新加载。我知道正在调用ClickedStartButton(),因为isRolling=true;被称为。然而,似乎这是在场景重新加载后从函数调用的唯一内容。因为我的硬币没有滚动,什么也没有发生C# Unity3D功能在场景更改后停止工作,c#,android,unity3d,C#,Android,Unity3d,好吧,我有一个小游戏,它不能正常工作。 基本上,我的ClickedStartButton()只工作了一半。 如果我按play并点击start,一切都会完美运行。 但是,如果我更改了场景,然后返回主菜单并单击“播放”,它将停止工作。什么也没发生。我不明白我的代码的哪一部分会导致这个问题,因为场景被重新加载。我知道正在调用ClickedStartButton(),因为isRolling=true;被称为。然而,似乎这是在场景重新加载后从函数调用的唯一内容。因为我的硬币没有滚动,什么也没有发生 usi
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class chestScript : MonoBehaviour {
public float msToWait = 10800000.0f; // Wait time for Chest.
private const float ROLL_OFFSET = 650.0f;
public GameObject chestTimer;
private Button chestButton;
public Button startButton;
private Text chestTimerTxt;
public GameObject chestTimerBg;
private ulong lastChestOpen;
public GameObject newGift;
public Text coinTxt;
public Transform RollContainer;
private Transform[] rolls;
public GameObject rewardPanels;
private int coinAmt;
private bool isInitialized;
private bool isRolling;
private float transition;
private string giftName;
private int playerCoins;
private void Start()
{
isRolling = false;
InitializeGiftbox ();
}
private void InitializeGiftbox()
{
rewardPanels.SetActive (false);
coinAmt = 0;
chestButton = GetComponent<Button> ();
lastChestOpen = ulong.Parse(PlayerPrefs.GetString ("LastChestOpen"));
chestTimerTxt = GetComponentInChildren<Text> ();
rewardPanels.SetActive (false);
if (!IsChestReady ()) {
startButton.interactable = false;
chestButton.interactable = false;
newGift.SetActive (false);
chestTimerBg.SetActive (true);
chestTimer.SetActive (true);
}
rolls = new Transform[RollContainer.childCount];
for (int i = 0; i < RollContainer.childCount; i++)
rolls [i] = RollContainer.GetChild (i);
isInitialized = true;
}
private void Update()
{
if (!chestButton.IsInteractable ())
{
if (IsChestReady ()) {
chestButton.interactable = true;
startButton.interactable = true;
chestTimer.SetActive (false);
chestTimerBg.SetActive (false);
newGift.SetActive (true);
return;
}
//Set Timer in h:m:s format
ulong diff = ((ulong)DateTime.Now.Ticks - lastChestOpen);
ulong m = diff / TimeSpan.TicksPerMillisecond;
float secondsLeft = (float)(msToWait - m) / 1000.0f;
string r = " ";
//Hours
r += ((int)secondsLeft / 3600).ToString("00") + " : ";
secondsLeft -= ((int)secondsLeft / 3600) * 3600;
//Minutes
r += ((int)secondsLeft / 60).ToString("00") + " : ";
//Seconds
r += ((int)secondsLeft % 60).ToString("00");
chestTimerTxt.text = r;
}
if (isRolling)
{
Vector3 end = (-Vector3.right * ROLL_OFFSET) * (rolls.Length - 1);
RollContainer.transform.localPosition = Vector3.Lerp (Vector3.right * ROLL_OFFSET, end, transition);
transition += Time.deltaTime / 5.0f;
if (transition > 1)
{
isRolling = false;
playerCoins = PlayerPrefs.GetInt ("coinAmount");
chestButton.interactable = false;
startButton.interactable = false;
chestTimer.SetActive (true);
chestTimerBg.SetActive (true);
newGift.SetActive (false);
switch (giftName)
{
case "15Gold":
playerCoins += 15;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "5Gold":
playerCoins += 5;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "10Gold":
playerCoins += 10;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "1000Gold":
playerCoins += 1000;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "100Gold":
playerCoins += 100;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "40Gold":
playerCoins += 40;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
default:
case "Nothing":
Debug.Log ("Nothing happened");
break;
}
PlayerPrefs.Save ();
}
}
}
public void ChestClick()
{
rewardPanels.SetActive (true);
}
private bool IsChestReady()
{
ulong diff = ((ulong)DateTime.Now.Ticks - lastChestOpen);
ulong m = diff / TimeSpan.TicksPerMillisecond;
float secondsLeft = (float)(msToWait - m) / 1000.0f;
if (secondsLeft < 0) {
startButton.interactable = true;
chestButton.interactable = true;
chestTimer.SetActive (false);
chestTimer.SetActive (false);
newGift.SetActive (true);
return true;
}
return false;
}
public void ClickedStartButton()
{
lastChestOpen = (ulong)DateTime.Now.Ticks;
PlayerPrefs.SetString ("LastChestOpen", lastChestOpen.ToString ());
transition = 0;
float offset = 0.0f;
List<int> indexes = new List<int> ();
for (int i = 0; i < rolls.Length; i++)
indexes.Add (i);
for (int i = 0; i < rolls.Length; i++) {
int index = indexes [UnityEngine.Random.Range (0, indexes.Count)];
indexes.Remove (index);
rolls [index].transform.localPosition = Vector3.right * offset;
offset += ROLL_OFFSET;
giftName = rolls [index].name;
}
isRolling = true;
}
public void ClickedCloseButton()
{
rewardPanels.SetActive (false);
}
}
使用系统集合;
使用System.Collections.Generic;
使用UnityEngine;
使用UnityEngine.UI;
使用制度;
公共类脚本:单行为{
公共浮点数msToWait=10800000.0f;//等待胸部的时间。
专用常数浮动辊偏移=650.0f;
公共游戏对象;
私人按钮;
公共按钮开始按钮;
私有文本ChestTimerText;
公共游戏对象;
乌龙私人酒店;
公共游戏对象新礼物;
公共文本;
公共容器;
私有转换[]卷;
公开游戏对象奖励面板;
私有货币;
私有资产初始化;
私人厕所;
私有浮动过渡;
私有字符串giftName;
私人国际游戏中心;
私有void Start()
{
isRolling=false;
初始化giftbox();
}
私有void InitializeGiftbox()
{
rewardPanels.SetActive(假);
货币金额=0;
chestButton=GetComponent();
lastChestOpen=ulong.Parse(PlayerPrefs.GetString(“lastChestOpen”);
chestTimerText=getComponentChildren();
rewardPanels.SetActive(假);
如果(!IsChestReady()){
startButton.interactiable=false;
chestButton.interactiable=false;
newGift.SetActive(false);
chestTimerBg.SetActive(真);
chestTimer.SetActive(真);
}
rolls=新转换[RollContainer.childCount];
for(int i=0;i1)
{
isRolling=false;
playerCoins=PlayerPrefs.GetInt(“硬币金额”);
chestButton.interactiable=false;
startButton.interactiable=false;
chestTimer.SetActive(真);
chestTimerBg.SetActive(真);
newGift.SetActive(false);
开关(giftName)
{
案例“15黄金”:
playerCoins+=15;
PlayerPrefs.SetInt(“币量”,playerCoins);
coinTxt.text=playerCoins.ToString();
打破
案例“5Gold”:
playerCoins+=5;
PlayerPrefs.SetInt(“币量”,playerCoins);
coinTxt.text=playerCoins.ToString();
打破
案例“10黄金”:
playerCoins+=10;
PlayerPrefs.SetInt(“币量”,playerCoins);
coinTxt.text=playerCoins.ToString();
打破
案例“1000黄金”:
playerCoins+=1000;
PlayerPrefs.SetInt(“币量”,playerCoins);
coinTxt.text=playerCoins.ToString();
打破
案例“100黄金”:
playerCoins+=100;
PlayerPrefs.SetInt(“币量”,playerCoins);
coinTxt.text=playerCoins.ToString();
打破
案例“40黄金”:
playerCoins+=40;
PlayerPrefs.SetInt(“币量”,playerCoins);
coinTxt.text=playerCoins.ToString();
打破
违约:
“无”一案:
Log(“什么也没发生”);
打破
}
保存();
}
}
}
公共空间单击()
{
rewardPanels.SetActive(真);
}
私人布尔伊斯切斯特雷迪()
{
ulong diff=((ulong)DateTime.Now.Ticks-lastChestOpen);
ulong m=差/时间跨度。毫秒;
第二浮球浮球高度=(浮球)(msToWait-m)/1000.0f;
如果(秒英尺<0)
Time.timeScale = 1;