Unity3D:列表从其他类访问时返回空值
本文关键字:访问 返回 空值 其他 列表 Unity3D | 更新日期: 2023-09-27 18:33:12
我目前正在尝试在unity3D中制作一个小型手机游戏,并且由于我总是听到使用实例化/销毁是一种非常糟糕的方法(尽管我从未制作过足够大的东西,这实际上成为一个问题(我决定尝试在池系统中制作。
我创建了一个脚本来处理两个单独列表中的所有池对象。我可以通过从脚本本身调用方法成功地从池中生成一个对象,但问题是当我尝试从另一个脚本调用该方法时,它不起作用。通过我所做的不同尝试,我得到了空引用异常,或者得到了错误:
由于对象的当前状态,操作无效 System.Linq.Enumerable.First[GameObject] (IEnumerable'1 source(
我真的找不到其他人有这个问题。而且似乎相关的解决方案不起作用。主要问题也可能是..为什么会这样?
池脚本:
public class ObjectPool : MonoBehaviour {
GameObject basicCell;
GameObject basicFood;
private Vector3 poolSpawnPos;
[SerializeField]
private int cellAmount;
[SerializeField]
private int foodAmount;
List<GameObject> cellPool;
List<GameObject> foodPool;
GameObject foodManager;
GameObject cellManager;
// Use this for initialization
void Awake () {
foodManager = gameObject.transform.FindChild ("FoodPool").gameObject;
cellManager = gameObject.transform.FindChild ("CellPool").gameObject;
cellPool = new List<GameObject> (cellAmount);
foodPool = new List<GameObject> (foodAmount);
poolSpawnPos = new Vector3 (8000, 8000, 8000);
basicFood = Resources.Load ("Food/BasicFood/BasicFood") as GameObject;
basicCell = Resources.Load ("Cell/Cell") as GameObject;
for (int i = 0; i < cellAmount; i++) {
GameObject currentCell = Instantiate(basicCell, poolSpawnPos, Quaternion.identity) as GameObject;
currentCell.transform.parent = cellManager.transform;
currentCell.SetActive (false);
cellPool.Add (currentCell);
}
for (int i = 0; i < foodAmount; i++){
GameObject currentFood = Instantiate(basicFood, poolSpawnPos, Quaternion.identity) as GameObject;
currentFood.transform.parent = foodManager.transform;
currentFood.SetActive (false);
foodPool.Add (currentFood);
}
}
// Update is called once per frame
void Update () {
//if(foodPool.Count > 0)
// SpawnFood (new Vector3 (0, 0, 0));
}
public void SpawnFood(Vector3 spawnPosition)
{
GameObject selectedFood = null;
selectedFood = foodPool.First();
print (selectedFood);
selectedFood.SetActive (true);
foodPool.Remove (selectedFood);
selectedFood.transform.parent = null;
selectedFood.transform.position = spawnPosition;
//set food Stats
}
public void KillFood(GameObject killedFood)
{
foodPool.Add (killedFood);
killedFood.transform.position = poolSpawnPos;
killedFood.transform.parent = foodManager.transform;
killedFood.SetActive (false);
}
}
我需要从中调用该方法的脚本:
public class FoodManager : MonoBehaviour {
public ObjectPool pool;
public int initialFoodNumber = 50;
void Awake()
{
pool = GameObject.Find("ObjectPool").GetComponent<ObjectPool>();
for (int i = 0; i <= initialFoodNumber; i++)
{
pool.SpawnFood(new Vector3(Random.Range(-40, 41), 0, Random.Range(-40, 41)));
}
}
}
您可以将FoodManager
中的Awake()
更改为Start()
,以确保首先调用ObjectPool
中的代码。
或者,您可以显式设置这两个类的脚本执行顺序。这是通过转到Edit > Project Settings > Script Execution Order
菜单并添加两个脚本来完成的,ObjectPool
排名高于FoodManager
。源