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来自另一个脚本C#Unity3d的调用方法

[英]call method from another script C# Unity3d

我想在销毁对象时调用另一个脚本方法(星号),以下是我到目前为止已完成的代码,在“ tim.stars”行出现错误(空引用),有什么建议我做错了吗? 这是我的代码。

using UnityEngine;
using System.Collections;
public class clear : MonoBehaviour {
// Use this for initialization
void Start () {
    GetComponent<ParticleSystem> ().emissionRate = 0;
}
// Update is called once per frame
void Update () {
    if (Input.GetMouseButtonDown (1)) {
        GetComponent<ParticleSystem> ().Emit (10);
    }
}
void OnParticleCollision(GameObject obj)
{
    if (obj.gameObject.tag == "fire1") {
        Destroy (obj, 5.0f);
        TimingForIndust2 tim = GetComponent<TimingForIndust2> ();
        tim.stars ();
    }
        StartCoroutine (TestCoroutine());
    }
IEnumerator TestCoroutine(){
    yield return new WaitForSeconds(8);
    Application.LoadLevel (25);
}
}

这是我的第二个脚本TimingForIndust2

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using MadLevelManager;
public class TimingForIndust2 : MonoBehaviour {
public Transform TimingBar;
public Transform TextIndicator;
public Transform TextRemaining;
[SerializeField] private float currentAmount;
[SerializeField] private float speed;

// method to reduce the time continously
void Update () {

    if (currentAmount > 0) {
        currentAmount -= speed*Time.deltaTime;
        TextIndicator.GetComponent<Text>().text=((int)currentAmount).ToString()+"s";
        TextRemaining.gameObject.SetActive(true);

    } else {
        TextRemaining.gameObject.SetActive(false);
        TextIndicator.GetComponent<Text>().text="TimeUP";
        Application.LoadLevel (62);

    }
    TimingBar.GetComponent<Image> ().fillAmount = currentAmount / 60;
}
public void stars()
{
    if (currentAmount > 45.0f) {

        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_2", true);
        MadLevelProfile.SetCompleted (MadLevel.currentLevelName, true);
    } else if (currentAmount > 20.0f && currentAmount < 29.0f) {

        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_2", true);
        MadLevelProfile.SetCompleted (MadLevel.currentLevelName, true);

    } else if (currentAmount > 2.0f && currentAmount < 19.0f) {

        MadLevelProfile.SetLevelBoolean (MadLevel.currentLevelName, "star_1", true);
    }
}
}

通过阅读注释,您必须找到带有GameObject.FindTimer ,然后从中获取组件。 您不能每次都发生碰撞时执行此操作。 您必须将其缓存在Start()函数中一次,然后重新使用它。

我还在新代码中缓存了ParticleSystem 此外,不要使用obj.gameObject.tag == "fire1"直接比较标签,而应使用CompareTag函数比较标签。

这应该可以解决您的问题。 现在,您的工作是缓存附加到TextIndicator脚本的Text组件,该脚本正在TimingForIndust2脚本中的TimingForIndust2函数中调用。

using UnityEngine;
using System.Collections;
public class clear : MonoBehaviour {
TimingForIndust2 timingForIndust2;

ParticleSystem particles;

// Use this for initialization
void Start () {
    particles = GetComponent<ParticleSystem> ();
    particles.emissionRate = 0;

    GameObject tempObj = GameObject.Find("Timer");
    timingForIndust2 = tempObj.GetComponent<TimingForIndust2>();
}
// Update is called once per frame
void Update () {
    if (Input.GetMouseButtonDown (1)) {
        particles.Emit (10);
    }
}
void OnParticleCollision(GameObject obj)
{
    if (obj.CompareTag("fire1")) {
        Destroy (obj, 5.0f);
        timingForIndust2.stars ();
    }
        StartCoroutine (TestCoroutine());
    }
IEnumerator TestCoroutine(){
    yield return new WaitForSeconds(8);
    Application.LoadLevel (25);
}
}

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