好的,所以我正在制作一个无限跑步者,我使用的技术是让玩家保持静止并移动和实例化平台对象。为此,我创建了一个作为平台的对象的数组列表。然后我将它们添加进去并生成它们。我也在沿 z 轴平移它们,我想销毁 z 轴中低于 0 的对象,然后添加另一个对象来替换。问题是它不会翻译对象,除非我添加另一个脚本只是为了做到这一点,即使我添加另一个脚本进行翻译,它也不会破坏或添加。
我的代码如下。如果您无法理解我的问题,请询问我会尝试再次解释。
我有两个脚本。
1)PlatformManager:这个应用在空的GameObject上,包含ArrayList。
public class PlatformManager : MonoBehaviour
{
[HideInInspector]
public List<GameObject> platforms = new List<GameObject>(); // List of Platfroms.
public GameObject[] prefab; // Allow user to add as many prefabs through the inspactor.
public static float noOfPlatforms; // a variable to hold how many platoforms.
[HideInInspector]
public static float objectPosition; // Z position of the game object.
[HideInInspector]
public static float objectScale;
// Use this for initialization
void Start ()
{
noOfPlatforms = 6.0f;
objectPosition = 0.0f;
objectScale = 0.0f;
platforms.Add((GameObject)Instantiate(prefab[Random.Range(0,prefab.Length)], new Vector3(0,0,0) ,Quaternion.identity));
//platforms.Add((GameObject)Instantiate(prefab[Random.Range(0, prefab.Length)], new Vector3(0, 0, 40.40114f), Quaternion.identity));
for(int i = 0; i < noOfPlatforms; i++){
objectScale = platforms[platforms.Count-1].transform.localScale.z;
objectPosition = platforms[platforms.Count-1].transform.localPosition.z;
platforms.Add((GameObject)Instantiate(prefab[Random.Range(0,prefab.Length)], new Vector3(0,0,(objectPosition + objectScale)+277f) ,Quaternion.identity));
}
}
// Update is called once per frame
void Update ()
{
}
}
2)PlatformController:这个应该实例化、销毁和翻译对象。
public class PlatformController : MonoBehaviour {
//private bool canBeDestroy = true; // Flag to check whether the gameObject shoud be destroyed or not.
[HideInInspector]
public PlatformManager managePlateform; // Reference to plateformManager script.
[HideInInspector]
public float plateformSpeed = 10f;
[HideInInspector]
public GameObject allPlatforms;
[HideInInspector]
// Awake is called when the script instance is being loaded.
void Awake()
{
// Accessing the plateformManager script for the Plateform.
managePlateform = GameObject.FindGameObjectWithTag("Platform").GetComponent<PlatformManager>();
}
void Start()
{
}
// Update is called once per frame
void Update()
{
// Get the first platform object.
GameObject firstPlatform = managePlateform.platforms[0];
// Get the last platform object.
GameObject lastPlatform = managePlateform.platforms[managePlateform.platforms.Count - 1];
if (firstPlatform.transform.localPosition.z < 0f)
{
Destroy(firstPlatform.gameObject); // destroy the first plateform gameObject.
managePlateform.platforms.Remove(firstPlatform); // also remove the destroyed object from the list.
// When the game object is destroyed then instantiate one gameobject into list and add at the last point.
managePlateform.platforms.Add((GameObject)Instantiate(managePlateform.prefab[Random.Range(0, managePlateform.prefab.Length)], new Vector3(0, 0, (lastPlatform.transform.localPosition.z + lastPlatform.transform.localScale.z) + 277f), Quaternion.identity));
}
// Move the available platforms in the list along the z-axis
foreach (GameObject platform in managePlateform.platforms)
{
platform.transform.Translate(0, 0, -plateformSpeed * Time.deltaTime);
}
}
}