我试图在 Unity 中以特定顺序将对象传送到不同位置,但系统没有通过嵌套循环到达下一个传送位置。我在 2d 数组中预先分配了传送位置,希望系统通过嵌套循环遍历 2d 数组并相应地移动对象,但它只是将对象移动到 SP3 位置,而不管 track_teleporation_index 中的元素。所以我假设嵌套 for 循环中的 if-else if 语句有错误,但作为编码和 Unity 的初学者,经过几天的故障排除后,我无法找出解决方案。
任何帮助或领导将不胜感激!
她是我的密码:
public class Teleporting : MonoBehaviour
{
public GameObject mouse;
public Transform SP1; //Starting Position in Track 1
public Transform SP2; //Starting Position in Track 2
public Transform SP3; //Starting Position in Track 3
private int[,] track_teleportation_index;
void OnTriggerEnter(Collider other)
{
mouse = GameObject.Find("mouse");
track_teleportation_index = new int[3, 3] { { 1,2,3 }, { 3, 1, 2 }, { 1, 2, 3 } };
for (int row = 0; row < track_teleportation_index.GetLength(0); row++)
for (int col = 0; col < track_teleportation_index.GetLength(1); col++)
{
if (track_teleportation_index[row, col] == 1)
{
mouse.transform.position = SP1.transform.position;
}
else if (track_teleportation_index[row, col] == 2)
{
mouse.transform.position = SP2.transform.position;
}
else if (track_teleportation_index[row, col] == 3)
{
mouse.transform.position = SP3.transform.position;
}
Debug.Log("Teleported to track #" + track_teleportation_index[row, col]);
}
}
}
如果我没理解错你想要的是
一个计数器就足够了
// Simply reference as many target Transform as you need
public Transform[] SPS;
// index for the NEXT target
private int index;
void OnTriggerEnter(Collider other)
{
// is the mouse not the same object that collides?
// in that case you would rather simply do
//mouse = other.gameObject;
mouse = GameObject.Find("mouse");
// teleport to currently next target
mouse.transform.position = SPS[index].position;
Debug.Log("Teleported to track #" + SPS[index], SPS[index]);
// Update to the next index, wrapping around at the end of array
index = (index + 1) % SPS.Length;
}
以下是我将如何遍历二维数组中的每个位置,每次
OnTriggerEnter
运行一次。此示例将更改您的很多代码,但将具有所需的功能。我将尝试解释它在做什么,以及它是如何工作的。
public class Teleporting : MonoBehaviour
{
public GameObject mouse;
/*
* If you want just the three starting points, you would need to do
* this where ever you are setting them now.
*
* StartingPoints.Add(StartingPointOne);
* StartingPoints.Add(StartingPointTwo);
* StartingPoints.Add(StartingPointThree);
*
* Using a list makes it so you can add as many starting points as
* you would like, as well as cleans up the rest of the code a bit
*/
public List<Transform> StartingPoints { get; set; } = new List<Transform>();
private int[,] track_teleportation_index;
// Don't mind the underscore. It's something I picked up from the Microsoft documentation.
// It doesn't change functionality
private int _row;
private int _column;
public Teleporting()
{
//Set these to zero when instantiating the class
_row = 0;
_column = 0;
//Set this in here to not make a new one every time the method is called
track_teleportation_index = new int[3, 3] { { 1,2,3 }, { 3, 1, 2 }, { 1, 2, 3 } };
}
void OnTriggerEnter(Collider other)
{
mouse = GameObject.Find("mouse");
// This code will move to the next position in your 2d array,
// regardless of the size of the array. This will only work
// for a non null, 2d array.
_row++;
if (_row > track_teleportation_index.GetLength(0))
{
_row = 0;
_column++;
}
if (_column > track_teleportation_index.GetLength(1))
{
_column = 0;
}
// Now get the starting point at the new location
int desiredStartingPoint = track_teleportation_index[_row,_column];
// Move mouse to the new location. If the desired starting point
// equals three, then it will be set to the third element added
// to the list.
mouse.transform.position = StartingPoints[desiredStartingPoint];
Debug.Log("Teleported to track #" + desiredStartingPoint);
}
}
这里有一些关于您的评论的澄清信息。
要向
List<Transform>
添加新的起点,在上面的示例中,该列表称为 StartingPoints
,您将使用列表的 .Add()
功能。这允许您向列表中添加一个新的Transform
。将您的代码与我所做的更改混合使用,这就是我的做法。
public List<Transform> StartingPoints { get; set; } = new List<Transform>();
public Transform SP1; //Starting Position in Track 1
public Transform SP2; //Starting Position in Track 2
public Transform SP3; //Starting Position in Track 3
public Teleporting()
{
//Set these to zero when instantiating the class
_row = 0;
_column = 0;
//Set this in here to not make a new one every time the method is called
track_teleportation_index = new int[3, 3] { { 1,2,3 }, { 3, 1, 2 }, { 1, 2, 3 } };
StartingPoints.Add(SP1);
StartingPoints.Add(SP2);
StartingPoints.Add(SP3);
}
这样做将使前三个起点变得可访问。您可以从有权访问
Teleporting
类的任何类向该列表添加更多起点。这是一个可能看起来像的例子:
public class MyClass
{
public Teleporting teleporting = new Teleporting();
public Transform SP1; //Starting Position in Track 1
public Transform SP2; //Starting Position in Track 2
public Transform SP3; //Starting Position in Track 3
public AddStartingPoints()
{
teleporting.StartingPoints.Add(SP1);
teleporting.StartingPoints.Add(SP2);
teleporting.StartingPoints.Add(SP3);
}
}
希望对您有所帮助!