我搜索了一下,但是就是无法让它工作。我想我可能不知道正确的语法,或者只是没有完全掌握上下文。
我有一个BombDrop脚本,其中包含一个public int。我通过使用public static使其起作用,但有人说这是一种非常糟糕的编程习惯,我应该学习封装性。这是我的写法:
BombDrop脚本:
<!-- language: c# -->
public class BombDrop : MonoBehaviour {
public GameObject BombPrefab;
//Bombs that the player can drop
public int maxBombs = 1;
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Space)){
if(maxBombs > 0){
DropBomb();
//telling in console current bombs
Debug.Log("maxBombs = " + maxBombs);
}
}
}
void DropBomb(){
// remove one bomb from the current maxBombs
maxBombs -= 1;
// spawn bomb prefab
Vector2 pos = transform.position;
pos.x = Mathf.Round(pos.x);
pos.y = Mathf.Round(pos.y);
Instantiate(BombPrefab, pos, Quaternion.identity);
}
}
我希望Bomb脚本能够访问附加到Bombprefab游戏对象的脚本BombDrop中的maxBombs整数,这样当炸弹被销毁时,它会在BombDrop中将maxBombs增加1。
需要引用此脚本的是Bomb脚本本身。
public class Bomb : MonoBehaviour {
// Time after which the bomb explodes
float time = 3.0f;
// Explosion Prefab
public GameObject explosion;
BoxCollider2D collider;
private BombDrop BombDropScript;
void Awake (){
BombDropScript = GetComponent<BombDrop> ();
}
void Start () {
collider = gameObject.GetComponent<BoxCollider2D> ();
// Call the Explode function after a few seconds
Invoke("Explode", time);
}
void OnTriggerExit2D(Collider2D other){
collider.isTrigger = false;
}
void Explode() {
// Remove Bomb from game
Destroy(gameObject);
// When bomb is destroyed add 1 to the max
// number of bombs you can drop simultaneously .
BombDropScript.maxBombs += 1;
// Spawn Explosion
Instantiate(explosion,
transform.position,
Quaternion.identity);
在文档中,它说应该像这样做。BombDropScript = otherGameObject.GetComponent<BombDrop>();
但这并没有起作用。也许我只是不理解这里的语法。它应该说 otherGameObject 吗?因为那样没什么作用。我仍然在 BombDropScript.maxBombs 中的 explode() 函数下面收到错误消息:"对象引用未设置为对象实例"。
BombDropScript = this.GetComponent<BombDrop>();
- Milad Qasemi