游戏上下文菜单中的Unity3D-奇怪的行为
从另一个对象向字典添加操作时会发生什么 首先,我正在尝试设计一些像样的游戏内上下文菜单。我的目标是动态生成每个项目。每个项都是从存储操作的字典中加载的。字典可以从每个游戏对象的最多3个组件访问,并附带一个游戏部件组件 首先,有一个字典,其中动作是每种类型游戏的组成部分:游戏上下文菜单中的Unity3D-奇怪的行为,unity3d,Unity3d,从另一个对象向字典添加操作时会发生什么 首先,我正在尝试设计一些像样的游戏内上下文菜单。我的目标是动态生成每个项目。每个项都是从存储操作的字典中加载的。字典可以从每个游戏对象的最多3个组件访问,并附带一个游戏部件组件 首先,有一个字典,其中动作是每种类型游戏的组成部分: public class GamePiece : MonoBehaviour { protected bool rightClickable = true; protected StatManager sta
public class GamePiece : MonoBehaviour {
protected bool rightClickable = true;
protected StatManager statManager;
Transform ui;
CanvasManager canvas;
SpriteRenderer sprite;
Color spriteColor;
public Dictionary<string, Action> actions;
void Awake(){
statManager = GameObject.Find("StatPanel").GetComponent<StatManager>();
actions = new Dictionary<string, Action>();
actions.Add("Deconstruct", Deconstruct);
}
因此,当调用此函数时,它会将对自身的引用传递给CanvasManager,然后从ContextMenu中退出。在调用之前将操作存储在本地,这样就可以开始了 在上下文菜单中:
Action newAction =kVp.Value;
menuItem.GetComponent<Button>().onClick.AddListener(() => {newAction.Invoke();});
Action newAction=kVp.Value;
menuItem.GetComponent().onClick.AddListener(()=>{newAction.Invoke();});
就是这样。谢谢
public class ContextMenu : MonoBehaviour {
public Transform menuItem;
//Takes a ref from the calling gameObject, t. And is called from CanvasManager.cs
public void PopulateContextMenu(GameObject t)
{
Transform selections = transform.FindChild("Selections").transform; //Parent for items.
//gamePiece holds the dictionary.
GamePiece gamePiece = t.GetComponent<GamePiece>();
foreach (KeyValuePair<string, Action> kVp in gamePiece.actions)
{
GameObject menuItem =
(GameObject)Instantiate(Resources.Load("MenuItem"));
menuItem.name = kVp.Key;
menuItem.GetComponent<Text>().text = kVp.Key;
//Adding functuionality.
menuItem.GetComponent<Button>().onClick.AddListener
(() => { kVp.Value.Invoke(); });
menuItem.GetComponent<Button>().onClick.AddListener
(() => { CloseContextMenu(); });
menuItem.transform.SetParent(selections, false);
}
}
public void CloseContextMenu()
{
Destroy(this.gameObject);
}
}
public class CanvasManager : MonoBehaviour {
public void ToggleContextMenu(GameObject t) {
GameObject newMenu = (GameObject)Resources.Load("ContextMenu");
newMenu = Instantiate(newMenu) as GameObject;
//Passing gameObject t into PopulatContextMenu
newMenu.GetComponent<ContextMenu>().PopulateContextMenu(t);
}
}
public class GamePiece : MonoBehaviour {
void OnMouseOver(){
if (Input.GetMouseButtonDown(1) && rightClickable) {
canvas.ToggleContextMenu(this.gameObject);
}
}
}
Action newAction =kVp.Value;
menuItem.GetComponent<Button>().onClick.AddListener(() => {newAction.Invoke();});