问题描述
我已搜索周围,我只是不能得到这个工作。我想我只是不知道正确的语法,或者只是没有十分把握的情况下。
I've searched around and I just can't get this to work. I think I just don't know the proper syntax, or just doesn't quite grasp the context.
我有持有公众诠释一个BombDrop脚本。我得到这个与公共静态工作,但有人说,这是一个非常糟糕的编程习惯,我应该学会封装。下面是我写的:
I have a BombDrop script that holds a public int. I got this to work with public static, but Someone said that that is a really bad programming habit and that I should learn encapsulation. Here is what I wrote:
的 BombDrop脚本:的
<!-- 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);
}
}
所以,我想弹脚本是附着在prefabgameobject Bombprefab访问BombDrop的maxBombs整数,使得当炸弹被破坏它增加了+之一在BombDrop maxBombs
So I want the Bomb script that's attached to the prefabgameobject Bombprefab to access the maxBombs integer in BombDrop, so that when the bomb is destroyed it adds + one to maxBombs in BombDrop.
这是炸弹脚本。需要参照
And this is the Bomb script that needs the reference.
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);
在文档它说,它应该是类似
In the documentation it says that it should be something like
BombDropScript = otherGameObject.GetComponent<BombDrop>();
但是,这并不工作。也许我只是不明白这里的语法。难道是想说otherGameObject?因为这并不做任何事情。我仍然得到错误:对象未设置做一个对象的实例在我BombDropScript.maxBombs倒在爆炸()
But that doesn't work. Maybe I just don't understand the syntax here. Is it suppose to say otherGameObject? Cause that doesn't do anything. I still get the error : "Object reference not set do an instance of an object" on my BombDropScript.maxBombs down in the explode()
推荐答案
您需要找到包含您计划去一个参考脚本组件的游戏对象。确保游戏对象已经在现场,或查找
将返回空
。
You need to find the GameObject that contains the script Component that you plan to get a reference to. Make sure the GameObject is already in the scene, or Find
will return null
.
GameObject g = GameObject.Find("GameObject Name");
然后你可以抓住这个脚本:
Then you can grab the script:
BombDrop bScript = g.GetComponent<BombDrop>();
然后就可以访问该脚本的变量和函数。
Then you can access the variables and functions of the Script.
bScript.foo();
我才意识到,我回答了一个非常类似的问题有一天,点击这里:
我会扩大你的问题有点,因为我已经回答了。
I'll expand a bit on your question since I already answered it.
你的代码正在做的是说你看我的游戏对象为 BombDropScript
中,大部分的时间脚本将不会被连接到相同的游戏对象。
What your code is doing is saying "Look within my GameObject for a BombDropScript
, most of the time the script won't be attached to the same GameObject.
同时使用 maxBombs
的setter和getter。
Also use a setter and getter for maxBombs
.
public class BombDrop : MonoBehaviour
{
public void setMaxBombs(int amount)
{
maxBombs += amount;
}
public int getMaxBoms()
{
return maxBombs;
}
}
这篇关于如何从另一个脚本通过GetComponent访问变量在另一个游戏物体?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!