[英]How to control all GameObjects in array?
我有一个生成器,每次按 (1) 时都会生成一个球,每个球都将存储在名为“ targetBall ”的游戏对象数组中,我有一个AI 播放器,它使用Move()方法排斥球,但问题是AI 玩家只看到数组中的第一个球,即球 [0],如代码所示,如何让 AI 玩家看到所有生成的球(无限球),我尝试使用 for 循环,但我没有成功(注意:每件事都很完美)
void Move()
{
targetBall = GameObject.FindGameObjectsWithTag("HokeyBall");
if (targetBall[0].GetComponent<HokyBall>().ballDirection == Vector3.right)
{
ballPos = targetBall[0].transform.localPosition;
if (transform.localPosition.x < Lboundry && ballPos.x > transform.localPosition.x)
{
transform.localPosition += new Vector3(speed * Time.deltaTime, 0, 0);
}
if (transform.localPosition.x < Lboundry && ballPos.x < transform.localPosition.x)
{
transform.localPosition += new Vector3(-speed * Time.deltaTime, 0, 0);
}
}
}
这是我尝试找到使用 for 循环生成的每个球,并给我错误(无法将“int”转换为“GameObject”)
void Move()
{
targetBall = GameObject.FindGameObjectsWithTag("HokeyBall");
foreach (GameObject i in targetball)
{
if (targetBall[i].GetComponent<HokyBall>().ballDirection == Vector3.right)
{
ballPos = targetBall[i].transform.localPosition;
if (transform.localPosition.x < Lboundry && ballPos.x > transform.localPosition.x)
{
transform.localPosition += new Vector3(speed * Time.deltaTime, 0, 0);
}
if (transform.localPosition.x < Lboundry && ballPos.x < transform.localPosition.x)
{
transform.localPosition += new Vector3(-speed * Time.deltaTime, 0, 0);
}
}
}
}
foreach
从集合中返回对象,因此您无权访问该集合。
Foreach方式 -
void Move()
{
targetBall = GameObject.FindGameObjectsWithTag("HokeyBall");
foreach (GameObject go in targetball)
{
if (go.GetComponent<HokyBall>().ballDirection == Vector3.right)
{
ballPos = go.transform.localPosition;
if (transform.localPosition.x < Lboundry && ballPos.x > transform.localPosition.x)
{
transform.localPosition += new Vector3(speed * Time.deltaTime, 0, 0);
}
if (transform.localPosition.x < Lboundry && ballPos.x < transform.localPosition.x)
{
transform.localPosition += new Vector3(-speed * Time.deltaTime, 0, 0);
}
}
}
}
For循环——
void Move()
{
targetBall = GameObject.FindGameObjectsWithTag("HokeyBall");
for (int i = 0; i < targetBall.Length; i++)
{
if (targetBall[i].GetComponent<HokyBall>().ballDirection == Vector3.right)
{
ballPos = targetBall[i].transform.localPosition;
if (transform.localPosition.x < Lboundry && ballPos.x > transform.localPosition.x)
{
transform.localPosition += new Vector3(speed * Time.deltaTime, 0, 0);
}
if (transform.localPosition.x < Lboundry && ballPos.x < transform.localPosition.x)
{
transform.localPosition += new Vector3(-speed * Time.deltaTime, 0, 0);
}
}
}
}
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