[英]Creating Class instances in Unity at runtime
I want to create X objects in a loop, access and set properties of newly created objects. 我想在循环中创建X对象,访问和设置新创建的对象的属性。 I've used the
Instantiate
method with a passed RigidBody, like shown in the tutorial, but I need to access the properties of the script connected to the object, not just it's rigid body. 我已经将
Instantiate
方法与传递的RigidBody一起使用,如教程中所示,但是我需要访问连接到对象的脚本的属性,而不仅仅是它的刚体。
Here's the method I'm trying to make work: 这是我正在努力工作的方法:
public void makeGrid(int w = 10, int h = 10)
{
gridWidth = w;
gridHeight = h;
int tileArrayLength = gridWidth * gridHeight;
tileArray = new Tile[tileArrayLength];
for (int i = 0; i < gridWidth; i++)
{
for (int j = 0; j < gridHeight; j++)
{
// add tiles
Tile t = new Tile(); // !!! doesn't work >_<
t.posX = i;
t.posY = j;
t.id = j + 10 * i;
tileArray[t.id] = t;
}
}
}
I want to create X objects in a loop, access and set properties of newly created objects.
我想在循环中创建X对象,访问和设置新创建的对象的属性。
You can create prefabs through the editor and then instantiate them, or explicitely create a GameObject
and attach the components you need to it: 您可以通过编辑器创建预制件然后实例化它们,或者明确地创建一个
GameObject
并附加您需要的组件:
GameObject prefabInstance = GameObject.Instantiate(Resource.Load("path_to_prefab")) as GameObject;
GameObject instanceThroughReference = GameObject.Instantiate(aReferenceToAnInstantiableObject) as GameObject;
GameObject emptyGameObject= new GameObject("empty game object");
For what concern: 出于什么问题:
I've used the Instantiate method with a passed RigidBody, like shown in the tutorial, but I need to access the properties of the script connected to the object, not just it's rigid body.
我已经将Instantiate方法与传递的RigidBody一起使用,如教程中所示,但是我需要访问连接到对象的脚本的属性,而不仅仅是它的刚体。
With property I think you mean Components
attached to the GameObject
instantiate. 对于属性我认为你的意思是附加到
GameObject
实例化的Components
。 Either if you instantiate an object from a reference or loading through Resources.Load , if the original GameObject has the Component you want attached to it you can retrieve them using GetComponent method, or catching the return value of AddComponent. 如果您从引用实例化对象或通过Resources.Load加载,如果原始GameObject具有您想要附加到它的Component,则可以使用GetComponent方法检索它们,或者捕获AddComponent的返回值。
If you are creating an empty GameObject
you have to attach explicitely the Components
you need: 如果要创建一个空的
GameObject
,则必须明确附加所需的Components
:
GameObject go = new GameObject("foo");
Bar bar = go.AddComponent<Bar>(); //where Bar extends MonoBehavior
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