创建一个带有垃圾桶的拖放系统来移除对象
本文关键字:系统 拖放 对象 垃圾桶 一个 创建 | 更新日期: 2023-09-27 18:01:00
我在创建一个脚本时遇到了问题,该脚本允许将游戏对象放到屏幕的垃圾区,从而破坏游戏对象。onDrop函数哪里出错了?基本上,我想说的是,当一个游戏对象被扔到垃圾桶上时,它就变成了垃圾桶的孩子,一旦它变成了孩子,它就会被摧毁。这个逻辑有道理吗?
using System.Collections;
using UnityEngine.EventSystems;
namespace MyNamespace
{
public class DropZone : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData eventData)
{
if(eventData.pointerDrag == null)
return;
DragHandling dragHandling = eventData.pointerDrag.GetComponent<DragHandling>();
if(dragHandling != null)
{
dragHandling.placeholderParent = this.transform; // change parent based on drop zone
}
}
public void OnPointerExit(PointerEventData eventData)
{
if(eventData.pointerDrag == null)
return;
DragHandling dragHandling = eventData.pointerDrag.GetComponent<DragHandling>();
if(dragHandling != null && dragHandling.placeholderParent == this.transform)
{
dragHandling.placeholderParent = dragHandling.parentToReturnTo; // change parent based on drop zone
}
}
public void OnDrop(PointerEventData eventData)
{
Debug.Log(eventData.pointerDrag.name + " was dropped on " + gameObject.name);
DragHandling dragHandling = eventData.pointerDrag.GetComponent<DragHandling>();
if(dragHandling != null)
{
dragHandling.parentToReturnTo = this.transform; // change parent based on drop zone
}
if (this.transform.parent.gameObject == dragHandling.trashCan)
{
Destroy(this);
}
}
}
这是我用来获取变量的脚本:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class DragHandling : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler
{
public Transform placeholderParent = null;
public Transform parentToReturnTo = null;
GameObject placeholder = null;
public GameObject trashCan;
public Transform trashCanTrans;
public GameObject partsPanel;
public Transform partsPanelTrans;
public GameObject buildBoard;
public GameObject dragLayer;
void Awake ()
{
dragLayer = GameObject.FindGameObjectWithTag("DragLayer");
buildBoard = GameObject.FindGameObjectWithTag("Board");
partsPanel = GameObject.FindGameObjectWithTag("Parts");
trashCan = GameObject.FindGameObjectWithTag("Trash");
partsPanelTrans = partsPanel.transform;
// trashCanTrans = trashCan.transform;
}
#region IPointerClickHandler implementation
public void OnPointerClick (PointerEventData eventData)
{
if(this.transform.parent.gameObject == buildBoard)
{
this.transform.SetAsLastSibling();
}
}
#endregion
#region IBeginDragHandler implementation
public void OnBeginDrag (PointerEventData eventData)
{
// this.transform.SetAsLastSibling();
// create placeholder gap and hold correct position in layout
placeholder = new GameObject();
placeholder.transform.SetParent(this.transform.parent);
placeholder.transform.SetSiblingIndex(this.transform.GetSiblingIndex());
LayoutElement le = placeholder.AddComponent<LayoutElement>(); // add layout element
le.preferredWidth = this.GetComponent<LayoutElement>().preferredWidth;
le.preferredHeight = this.GetComponent<LayoutElement>().preferredHeight;
le.flexibleWidth = 0;
le.flexibleHeight = 0;
parentToReturnTo = this.transform.parent; // store current parent location
placeholderParent = parentToReturnTo; // set placeholder gameobject transform
GetComponent<CanvasGroup>().blocksRaycasts = false; // turn off image raycasting when dragging image in order to see what's behind the image
}
#endregion
#region IDragHandler implementation
public void OnDrag (PointerEventData eventData)
{
this.transform.position = eventData.position; // set object coordinates to mouse coordinates
this.transform.SetParent(dragLayer.transform); // pop object to draglayer to move between dropzones
}
#endregion
#region IEndDragHandler implementation
public void OnEndDrag (PointerEventData eventData)
{
this.transform.SetParent(parentToReturnTo); // Snaps object back to orginal parent if dropped outside of a dropzone
this.transform.SetSiblingIndex(placeholder.transform.GetSiblingIndex()); // Returns card back to placeholder location
GetComponent<CanvasGroup>().blocksRaycasts = true; // turn on Raycast blocking
Destroy(placeholder); // kill the placeholder if object hits a drop zone or returns to parts panel
}
#endregion
}
好吧,所以我做了一些更改,现在当我把游戏对象拖到垃圾桶上时,它会被破坏,但垃圾桶也会被破坏。我一直在努力让它发挥作用,但仍然没有成功。这是我现在拥有的,但它仍然不能正常工作。
public void OnDrop(PointerEventData事件数据({Debug.Log(eventData.pointerDrag.name+"已在"+gameObject.name上删除(;
DragHandling dragHandling = eventData.pointerDrag.GetComponent<DragHandling>();
if(dragHandling != null)
{
dragHandling.parentToReturnTo = this.transform; // change parent based on drop zone
if (this.transform.gameObject == dragHandling.trashCan)
{
Debug.Log("You've dragged something into the trash!");
Destroy(this.transform.gameObject);
}
}
}
老实说,我不认为你应该把"this"放在destroy函数中,看到有人直接问这个问题:http://answers.unity3d.com/questions/19223/is-destroygameobject-the-same-as-destroythis.html
你试图破坏掉落区域,而不是破坏gameObject。只销毁gameObject,一切都会好起来。
如果垃圾桶与游戏对象一起自毁,请不要使该对象成为垃圾桶的子对象。这里可能发生的情况是destroy((函数也想破坏对象的父对象,以保持数据的一致性。