C# 为什么门的颜色标志始终为真/假,并且始终在真/假之间变化?
此脚本附加到门: 即使在编辑器中将变量doorLockState设置为true enabled true,并且门应为红色,使用断点将门设置为绿色ColorDoors内的状态变量在红色和绿色之间变化不停止状态为true之后为false,但在编辑器中始终被检查为true:C# 为什么门的颜色标志始终为真/假,并且始终在真/假之间变化?,c#,unity3d,C#,Unity3d,此脚本附加到门: 即使在编辑器中将变量doorLockState设置为true enabled true,并且门应为红色,使用断点将门设置为绿色ColorDoors内的状态变量在红色和绿色之间变化不停止状态为true之后为false,但在编辑器中始终被检查为true: using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; using System; [E
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;
[ExecuteAlways]
public class HoriDoorManager : MonoBehaviour
{
public List<DoorHori> doors = new List<DoorHori>();
public bool doorLockState;
private void Awake()
{
if (transform.parent != null)
{
Transform parent = transform.parent;
var children = parent.GetComponentsInChildren<Transform>();
if (children != null)
{
foreach (Transform door in children)
{
if (door.name == "Door_Left" || door.name == "Door_Right")
doors.Add(door.GetComponent<DoorHori>());
}
}
ColorDoors(Color.red, Color.green, doorLockState);
}
}
void OnTriggerEnter()
{
if (doorLockState == false)
{
if (doors != null)
{
for (int i = 0; i < doors.Count; i++)
{
doors[i].OpenDoor();
}
}
}
}
private void Update()
{
ColorDoors(Color.red, Color.green, doorLockState);
}
private void ColorDoors(Color red, Color green, bool state)
{
List<Transform> children = new List<Transform>();
for (int i = 0; i < doors.Count; i++)
{
foreach (Transform child in doors[i].GetComponentsInChildren<Transform>())
{
if (child == doors[i].transform)
continue;
var renderer = child.GetComponent<Renderer>();
renderer.sharedMaterial.shader = Shader.Find("Unlit/ShieldFX");
if (state == true)
{
renderer.sharedMaterial.SetColor("_MainColor", red);
LockState(true);
}
else
{
renderer.sharedMaterial.SetColor("_MainColor", green);
LockState(false);
}
}
}
}
public bool GetLockState
{
get { return doorLockState; }
set { doorLockState = value; }
}
private void LockState(bool state)
{
var collider = gameObject.GetComponent<BoxCollider>();
if (state == false)
{
collider.size = new Vector3(2.3f, 2.736307f, 2.5f);
collider.center = new Vector3(0, 1.378154f, 0);
collider.transform.localPosition = new Vector3(-1.57f, 0, -2.98f);
collider.isTrigger = true;
}
else
{
collider.size = new Vector3(2.3f, 2.736307f, 3);
collider.center = new Vector3(0, 1.378154f, 0);
collider.transform.localPosition = new Vector3(-1.57f, 0, -2.98f);
collider.isTrigger = false;
}
}
}
使用UnityEngine;
使用系统集合;
使用System.Collections.Generic;
使用System.Linq;
使用制度;
[执行方式]
公共类horidoormanger:单行为
{
公共列表门=新列表();
公共场所门锁状态;
私人空间
{
如果(transform.parent!=null)
{
Transform parent=Transform.parent;
var children=parent.GetComponentsInChildren();
如果(子项!=null)
{
foreach(儿童中的转换门)
{
如果(door.name==“door_Left”| | door.name==“door_Right”)
添加(door.GetComponent());
}
}
彩色门(颜色.红色,颜色.绿色,门锁状态);
}
}
void ontriggenter()
{
如果(doorLockState==false)
{
如果(门!=null)
{
对于(int i=0;i
层次结构中的门构造函数和检查器中的脚本的屏幕截图:
对象水平门套件标记设置为“门”
这是编辑器脚本,应该让我控制门,但这里也有一个问题,因为在编辑器中它没有列出所有的门:
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(DoorsLockManager))]
public class DoorsLockManagerEditor : Editor
{
private SerializedProperty _doors;
private SerializedProperty _globalLockState;
private bool shouldOverwrite;
private void OnEnable()
{
_doors = serializedObject.FindProperty("Doors");
_globalLockState = serializedObject.FindProperty("_globalLockState");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
serializedObject.Update();
shouldOverwrite = false;
// Begin a change check here
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(_globalLockState);
if (EditorGUI.EndChangeCheck())
{
// overwrite only once if changed
shouldOverwrite = true;
}
for (int i = 0; i < _doors.arraySize; i++)
{
var door = _doors.GetArrayElementAtIndex(i);
// if door == null the script itself has an error since it can't even find the SerializedProperty
if (door == null)
{
EditorGUILayout.HelpBox("There was an error in the editor script!\nPlease check the log", MessageType.Error);
Debug.LogError("Couldn't get door property", target);
return;
}
if (door.objectReferenceValue == null) continue;
var serializedDoor = new SerializedObject(door.objectReferenceValue);
var lockState = serializedDoor.FindProperty("doorLockState");
serializedDoor.Update();
if (lockState == null)
{
EditorGUILayout.HelpBox("There was an error in the editor script!\nPlease check the log", MessageType.Error);
Debug.LogError("Couldn't get lockState property", target);
return;
}
// HERE OVERWRITE
if (shouldOverwrite)
{
lockState.boolValue = _globalLockState.boolValue;
}
else
{
EditorGUILayout.PropertyField(lockState, new GUIContent("Door " + i + " Lockstate"));
}
serializedDoor.ApplyModifiedProperties();
}
serializedObject.ApplyModifiedProperties();
}
}
使用UnityEditor;
使用UnityEngine;
[CustomEditor(typeof(DoorsLockManager))]
公共类DoorsLockManagerEditor:编辑器
{
私有财产门;
私有财产(globalLockState);;
私有布尔应该覆盖;
私有void OnEnable()
{
_doors=serializedObject.FindProperty(“doors”);
_globalLockState=serializedObject.FindProperty(“_globalLockState”);
}
公共覆盖无效OnInspectorGUI()
{
base.OnInspectorGUI();
serializedObject.Update();
shouldOverwrite=false;
//在这里开始兑换支票
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(_globalLockState);
if(EditorGUI.EndChangeCheck())
{
//如果更改,则仅覆盖一次
shouldOverwrite=true;
}
对于(int i=0;i<\u doors.arraySize;i++)
{
var door=\u doors.GetArrayElementIndex(i);
//如果door==null,脚本本身就有一个错误,因为它甚至找不到SerializedProperty
如果(门==null)
{
EditorGUILayout.HelpBox(“编辑器脚本中有错误!\n请检查日志”,MessageType.error);
LogError(“无法获取门属性”,目标);
返回;
}
如果(door.objectReferenceValue==null)继续;
var serializedDoor=新SerializedObject(door.objectReferenceValue);
var lockState=serializedDoor.FindProperty(“doorLockState”);
序列化ddoor.Update();
if(lockState==null)
{
EditorGUILayout.HelpBox(“编辑器脚本中有错误!\n请检查日志”,MessageType.error);
LogError(“无法获取lockState属性”,目标);
返回;
}
//这里覆盖
如果(应该覆盖)
{
lockState.boolValue=_globalLockState.boolValue;
}
其他的
{
EditorGUILayout.PropertyField(lockState,新GUIContent(“门”+i+“锁状态”));
}
serializedDoor.ApplyModifiedProperties();
}
serializedObject.ApplyModifiedProperties();
}
}
编辑器脚本检查器的屏幕截图:
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class DoorsLockManager : MonoBehaviour
{
[HideInInspector]
public List<HoriDoorManager> Doors = new List<HoriDoorManager>();
// The global state
[SerializeField] private bool _globalLockState;
// During runtime use a property instead
public bool GlobalLockState
{
get { return _globalLockState; }
set
{
_globalLockState = value;
// apply it to all doors
foreach (var door in Doors)
{
// now you would need it public again
// or use the public property you had there
door.doorLockState = _globalLockState;
}
}
}
private void Awake()
{
var doors = GameObject.FindGameObjectsWithTag("Door");
Doors = new HoriDoorManager[doors.Length].ToList();
for (int i = 0; i < doors.Length; i++)
{
Doors[i] = doors[i].GetComponent<HoriDoorManager>();
}
}
}
private void Awake()
{
UpdateDoors();
}
public void UpdateDoors()
{
var doors = GameObject.FindGameObjectsWithTag("Door");
Doors = new HoriDoorManager[doors.Length].ToList();
for (int i = 0; i < doors.Length; i++)
{
Doors[i] = doors[i].GetComponent<HoriDoorManager>();
}
}
if (GUILayout.Button("Update Door List"))
{
((DoorsLockManager)target).UpdateDoors();
}
public bool GetLockState
{
get { return doorLockState; }
set
{
doorLockState = value;
ColorDoors(Color.red, Color.green, doorLockState);
}
}
if (GUILayout.Button("Update Door Colors"))
{
((DoorsLockManager)target).UpdateColors();
}