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在预制件中存储对场景对象的引用?

[英]Store References to Scene Objects in prefabs?

看,我的场景中有一个玩家和敌人。 我正在使用vector2.movetowards将敌人移向我的玩家,但是我的敌人是预制的,所以我必须给它一个我在检查器中的玩家的参考作为目标,但是当我从场景中删除敌人时,因为它是预制的,所以删除了播放器的引用我在这里应该做的是我的代码,谢谢,我只想知道如何在预制件中永久存储该目标的引用

using UnityEngine;
using System.Collections;

public class moveTowards : MonoBehaviour
{       
    public Transform target;
    public float speed;

    void Update()
    {
        float step = speed * Time.deltaTime;

        transform.position = Vector2.MoveTowards(transform.position, target.position, step);
    }
}

您有几种方法可以做到这一点,但是典型的方法是找到玩家对象,然后存储目标位置,您可以这样进行:

using UnityEngine;
using System.Collections;

public class moveTowards : MonoBehaviour
{

    public Transform target; //now you can make this variable private!


    public float speed;

    //You can call this on Start, or Awake also, but remember to do the singleton player assignation before you call that function!   
    void OnEnable()
    {
      //Way 1 -> Less optimal
      target = GameObject.Find("PlayerObjectName").transform;

      //Way 2 -> Not the best, you need to add a Tag to your player, let's guess that the Tag is called "Player"
      target = GameObject.FindGameObjectWithTag("Player").transform;

      //Way 3 -> My favourite, you need to update your Player prefab (I attached the changes below)
      target = Player.s_Singleton.gameObject.transform;
    }

    void Update()
    {

        float step = speed * Time.deltaTime;


        transform.position = Vector2.MoveTowards(transform.position, target.position, step);
    }
}

对于方式3,您需要在Player上实现单例模式 ,该模式应如下所示:

public class Player : MonoBehaviour
{

  static public Player s_Singleton;

  private void Awake(){
    s_Singleton = this; //There are better ways to implement the singleton pattern, but there is not the point of your question
  }

}

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