我的 C# 脚本有一些问题。所以,问题是加载场景后,obj 正在移动到场景的起始位置,而不是我设置的位置。有人可以帮我解决这个超级难题。请。
仍然无法正常工作,我尝试制作 IEnumerator 但这仍然无法正常工作,有什么新想法吗?:<
public void Load()
{
if (File.Exists (Application.dataPath + "/save.txt"))
{
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Open (Application.dataPath + /save.txt",FileMode.Open);
PlayerData data = (PlayerData)bf.Deserialize (file);
file.Close ();
levelName = data.levelName;
blueWaffle = data.blueWaffle;
posX = data.posX;
posY = data.posY;
posZ = data.posZ;
SceneManager.LoadScene (levelName);
if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName(levelName))
{
//Vector3 loadedPosition = new Vector3 (posX, posY, posZ);
Debug.Log ("I changed my position" + posX + posY + posZ);
ScoreManager.Reset ();
ScoreManager.AddPoints (blueWaffle);
//player.GetComponent<Transform> ().position = loadedPosition;
if (loaded (posX, posY, posZ)) {
Debug.Log ("I changed my position");
}
else
{
Debug.Log ("I didint change my position");
}
Time.timeScale = 1f;
}
}
}
private Boolean loaded(float posX, float posY, float posZ)
{
Vector3 loadedPosition = new Vector3 (posX, posY, posZ);
player.GetComponent<Transform> ().position = loadedPosition;
return true;
}
-------------next version - still not work---------------
using System;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SaveAndLoad : MonoBehaviour {
public static SaveAndLoad control;
public int blueWaffle;
public float posX;
public float posY;
public float posZ;
public PlayerController player;
public string levelName;
public ScoreManager scores = new ScoreManager();
void Start()
{
player = FindObjectOfType<PlayerController> ();
}
void Awake(){
if (control == null)
{
DontDestroyOnLoad (gameObject);
control = this;
}
else if(control != this)
{
Destroy (gameObject);
}
}
public void Save()
{
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Create(Application.dataPath + "/save.txt");
PlayerData data = new PlayerData ();
data.blueWaffle = blueWaffle;
data.posX = posX;
data.posY = posY;
data.posZ = posZ;
data.levelName = levelName;
bf.Serialize(file, data);
file.Close ();
}
public void Load()
{
if (File.Exists (Application.dataPath + "/save.txt"))
{
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Open (Application.dataPath + "/save.txt",FileMode.Open);
PlayerData data = (PlayerData)bf.Deserialize (file);
file.Close ();
levelName = data.levelName;
blueWaffle = data.blueWaffle;
posX = data.posX;
posY = data.posY;
posZ = data.posZ;
StartCoroutine ("LoadLevel");
/*
SceneManager.LoadScene (levelName);
if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName(levelName))
{
//Vector3 loadedPosition = new Vector3 (posX, posY, posZ);
Debug.Log ("I changed my position" + posX + posY + posZ);
ScoreManager.Reset ();
ScoreManager.AddPoints (blueWaffle);
//player.GetComponent<Transform> ().position = loadedPosition;
if (loaded (posX, posY, posZ)) {
Debug.Log ("I changed my position");
}
else
{
Debug.Log ("I didint change my position");
}
Time.timeScale = 1f;
}*/
}
}
AsyncOperation asyncLoadLevel;
IEnumerator LoadLevel()
{
asyncLoadLevel = SceneManager.LoadSceneAsync (levelName, LoadSceneMode.Single);
while (!asyncLoadLevel.isDone)
{
Debug.Log ("prepare");
yield return null;
}
Debug.Log ("I changed my position" + posX + posY + posZ);
ScoreManager.Reset ();
ScoreManager.AddPoints (blueWaffle);
Vector3 loadedPosition = new Vector3 (posX, posY, posZ);
player.GetComponent<Transform> ().position = loadedPosition;
/*
if (loaded (posX, posY, posZ))
{
Debug.Log ("I changed my position");
}
else
{
Debug.Log ("I didint change my position");
}*/
Time.timeScale = 1f;
}
/* private Boolean loaded(float posX, float posY, float posZ)
{
Vector3 loadedPosition = new Vector3 (posX, posY, posZ);
player.GetComponent<Transform> ().position = loadedPosition;
return true;
}
*/
}
[Serializable]
class PlayerData
{
public int blueWaffle;
public float posX;
public float posY;
public float posZ;
public string levelName;
}
嗯...为什么它看起来像你的帖子我ostly 代码?:D