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我正在使用 Unity 增强现实。如果我调用其他类的公共值,为什么我的应用程序返回空值?

这些是我的课:

using UnityEngine;
using System.Collections;

public class GUIControlScript : MonoBehaviour {

public GUISkin MenuSkin;
public Texture BoxBackground;
public DefaultTrackableEventHandler DTEH;
public string ttx;

void OnGUI(){
    Screen.orientation = ScreenOrientation.Landscape;
    GUI.skin = MenuSkin;
    GUI.Box(new Rect(0, 0, Screen.width, 600), BoxBackground);
    GUI.BeginGroup(new Rect(Screen.width / 2 - 150, Screen.height / 2 - 150, 300, 300));
    try
    {
        GUI.Button(new Rect(0, 0, 500, 500), ttx);
    }
    catch(System.Exception e)
    {

    }
    GUI.EndGroup();
}

void Update()
{
    ttx = DTEH.TrackableText; //This is the problem!
}

这是我调用变量的类

using UnityEngine;

public class DefaultTrackableEventHandler : MonoBehaviour,
                                        ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES

private TrackableBehaviour mTrackableBehaviour;
public string TrackableText = "";

#endregion // PRIVATE_MEMBER_VARIABLES

#region UNTIY_MONOBEHAVIOUR_METHODS

void Start()
{
    mTrackableBehaviour = GetComponent<TrackableBehaviour>();
    if (mTrackableBehaviour)
    {
        mTrackableBehaviour.RegisterTrackableEventHandler(this);
    }

    OnTrackingLost();
}

#endregion // UNTIY_MONOBEHAVIOUR_METHODS

#region PUBLIC_METHODS

// Implementation of the ITrackableEventHandler function called when the
// tracking state changes.
public void OnTrackableStateChanged(
                                TrackableBehaviour.Status previousStatus,
                                TrackableBehaviour.Status newStatus)
{
    if (newStatus == TrackableBehaviour.Status.DETECTED ||
        newStatus == TrackableBehaviour.Status.TRACKED)
    {
        OnTrackingFound();

    }
    else
    {
        OnTrackingLost();
    }
}

#endregion // PUBLIC_METHODS

#region PRIVATE_METHODS

private void OnTrackingFound()
{
    Renderer[] rendererComponents = GetComponentsInChildren<Renderer>();

    // Enable rendering:
    foreach (Renderer component in rendererComponents) {
        component.enabled = true;
    }
    if (mTrackableBehaviour.TrackableName.Equals("farmasi"))
    {
        TrackableText = "farmasi";
    }
    Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
}

private void OnTrackingLost()
{
    Renderer[] rendererComponents = GetComponentsInChildren<Renderer>();

    // Disable rendering:
    foreach (Renderer component in rendererComponents) {
        component.enabled = false;
    }

    Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
}

#endregion // PRIVATE_METHODS
4

2 回答 2

1

使用评论中的讨论,我们设法缩小范围,看看到底是null什么。你打电话public DefaultTrackableEventHandler DTEH;,但你从​​不发起它。尝试在您的GUIControlScript-class 中添加另一个函数,如下所示:

void Start()
{
    DTEH = new DefaultTrackableEventHandler();
}

这样,您不仅提供DTEH了类型,而且还对其进行了初始化。

于 2013-04-08T08:20:51.970 回答
1

由于您有DefaultTrackableEventHandler扩展MonoBehaviour,因此需要将其附加到 aGameObject以使其初始化。您可以通过以下两种方式之一执行此操作:

  1. 在检查器中查看GameObject附加GUIControlScript到的内容:通过单击、选择(或脚本所在的任何位置)Script手动将其添加到,然后单击。在代码中,您可以通过调用GetComponent来访问脚本:GameObjectAdd ComponentScriptsDefaultTrackableEventHandlerDefaultTrackableEventHandler

    public class GUIControlScript : MonoBehaviour {
        private DefaultTrackableEventHandler dteh;
    
        void Start() {
            dteh = GetComponent<DefaultTrackableEventHandler>();
        }
    }
    
  2. GUIControlScript脚本中,调用AddComponent以编程方式将DefaultTrackableEventHandler脚本添加到GameObject

    public class GUIControlScript : MonoBehaviour {
        private DefaultTrackableEventHandler dteh;
    
        void Start() {
            dteh = gameObject.AddComponent<DefaultTrackableEventHandler>();
        }
    }
    

您不必总是手动将其添加ComponentGameObject自身。通常,如果您没有想要直接在 中更改的任何公共变量Inspector,那么您只需以编程方式添加Component.

于 2013-04-09T19:02:44.217 回答