如何腳本間互動:
方法1:
通過在編輯器裡面拖動,來持有這個對象去調用對應的函數,這個方法比較簡單。
在編輯器中建立2個腳本。
我們寫一個a腳本
public class Ascript : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
public void DoSomething()
{
Debug.LogWarning ("Ascript .. DoSomething .. Call");
我們想Main腳本去調用A腳本。我們就在Main 寫一個A對象。
public Ascript ascript_;
這個是在代碼編寫的時候已經可以調用A對象的public 函數。
if (ascript_)
ascript_.DoSomething ();
但其實這個ascript_ 對象是空的,我們要對它指派。這個時候我們在編輯器拖一個有a腳本的實體對象上去就可以了。
我們看見Debug.LogWarning ("Ascript .. DoSomething .. Call");有執行。
方法2:
我們把上面的直接調用改成
ascript_.SendMessage ("DoSomething");
我們把a腳本裡面的DoSomething函數的public 去掉。
我們嘗試給函數加一些參數,看看結果。
我們對A腳本的 DoSomething 進行修改。
void DoSomething(int param1)
Debug.LogWarning (string.Format("{0} {1}","Ascript .. DoSomething .. Call",param1));
如果我們腳本中有2個同名的函數會怎麼樣呢。
測試結果是誰在上面誰就會被調用。
可以在後面加一個參數。
if (ascript_) ascript_.SendMessage("DoSomething",2,SendMessageOptions.RequireReceiver);
我們把 a腳本的 DoSomething 函數删掉。
結果報錯了......
我們把參數換了試試。
if (ascript_) ascript_.SendMessage("DoSomething",2,SendMessageOptions.DontRequireReceiver);
我們發現不報錯了。
Public static
我們a腳本的DoSomething函數改成
public static void DoSomething()
Debug.LogWarning(string.Format("{0} {1}","Ascript .. DoSomething .. Call","static function"));
我們直接 Ascript.DoSomething ();調用就可以了。
我們再在這個基礎上面改成下面這個樣子。
public static Ascript aStatic;
aStatic = this;
Debug.LogWarning(string.Format("{0} {1}","Ascript .. DoSomething .. Call","static Object"));
我們把調用的改成,Ascript.aStatic.DoSomething ();
我們這個時候已經不持有這個對象了。
但是場景一定要這個對象,如果沒有的話會報錯。
如果我們場景裡面有很多這個對象,他會找到這個對象最早生成的那個,注意不是你建立的實體對象而是第一個拖上這個腳本的對象。
結果報錯了
但是場景一定要這個對象,如果沒有的話會報下面的錯。
單例模式
public class MyClass : MonoBehaviour {
void Awake () {
Debug.Log(Manager.Instance.myGlobalVar);
}}
public class Manager : Singleton {
protected Manager () {} // guarantee this will be always a singleton only - can't use the constructor!
public string myGlobalVar = "whatever";}
using UnityEngine;
///
/// Be aware this will not prevent a non singleton constructor
/// such as
T myT = new T();
/// To prevent that, add
protected T () {}
to your singleton class.
/// As a note, this is made as MonoBehaviour because we need Coroutines.
public class Singleton : MonoBehaviour where T : MonoBehaviour
private static T _instance;
private static object _lock = new object();
public static T Instance
get
if (applicationIsQuitting) {
Debug.LogWarning("[Singleton] Instance '"+ typeof(T) +
"' already destroyed on application quit." +
" Won't create again - returning null.");
return null;
lock(_lock)
if (_instance == null)
_instance = (T) FindObjectOfType(typeof(T));
if ( FindObjectsOfType(typeof(T)).Length > 1 )
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
return _instance;
GameObject singleton = new GameObject();
_instance = singleton.AddComponent();
singleton.name = "(singleton) "+ typeof(T).ToString();
DontDestroyOnLoad(singleton);
Debug.Log("[Singleton] An instance of " + typeof(T) +
" is needed in the scene, so '" + singleton +
"' was created with DontDestroyOnLoad.");
} else {
Debug.Log("[Singleton] Using instance already created: " +
_instance.gameObject.name);
private static bool applicationIsQuitting = false;
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
public void OnDestroy () {
applicationIsQuitting = true;
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