如何在不使用 FindGameObjectsWithTag 的情况下获取特定的 GameObjects 进行排列?
How can i get a specific GameObjects to array without using FindGameObjectsWithTag?
在第一个脚本中,我克隆了一些游戏对象:
using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class CloneObjects : MonoBehaviour
{
public GameObject ObjectToCreate;
public int objectsHeight = 3;
[HideInInspector]
public GameObject[] objects;
// for tracking properties change
private Vector3 _extents;
private int _objectCount;
private float _objectSize;
private List<GameObject> cloneList = new List<GameObject>();
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int ObjectCount;
public float ObjectSize;
public static float LargestSize = 0;
// Use this for initialization
void Start()
{
Clone();
//objects = GameObject.FindGameObjectsWithTag("ClonedObject");
objects = cloneList.ToArray();
foreach (var element in objects)
{
float Size = element.transform.localScale.x;
if (Size > LargestSize)
LargestSize = Size;
}
}
private void OnValidate()
{
// prevent wrong values to be entered
Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
ObjectCount = Mathf.Max(0, ObjectCount);
ObjectSize = Mathf.Max(0.0f, ObjectSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
ObjectCount = 100;
ObjectSize = 20.0f;
}
// Update is called once per frame
void Update()
{
}
private void Clone()
{
if (Extents == _extents && ObjectCount == _objectCount && Mathf.Approximately(ObjectSize, _objectSize))
return;
// cleanup
//var ObjectsToDestroy = GameObject.FindGameObjectsWithTag("ClonedObject");
var ObjectsToDestroy = objects;
foreach (var t in ObjectsToDestroy)
{
if (Application.isEditor)
{
DestroyImmediate(t);
}
else
{
Destroy(t);
}
}
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
for (var i = 0; i < ObjectCount; i++)
{
var o = Instantiate(ObjectToCreate);
cloneList.Add(o);
o.transform.SetParent(base.gameObject.transform);
o.transform.localScale = new Vector3(ObjectSize, ObjectSize, ObjectSize);
// get random position
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y; // sphere altitude relative to terrain below
var z = Random.Range(-Extents.z, Extents.z);
// now send a ray down terrain to adjust Y according terrain below
var height = 10000.0f; // should be higher than highest terrain altitude
var origin = new Vector3(x, height, z);
var ray = new Ray(origin, Vector3.down);
RaycastHit hit;
var maxDistance = 20000.0f;
var nameToLayer = LayerMask.GetMask("Terrain");
var layerMask = 1 << nameToLayer;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
var distance = hit.distance;
y = height - distance + y; // adjust
}
else
{
Debug.LogWarning("Terrain not hit, using default height !");
}
// place !
o.transform.position = new Vector3(x, y + objectsHeight, z);
}
_extents = Extents;
_objectCount = ObjectCount;
_objectSize = ObjectSize;
}
}
之前我第一次给 children object 我克隆了一个标签名称。
所以我可以这样做:
var ObjectsToDestroy = GameObject.FindGameObjectsWithTag("ClonedObject");
但是现在我不用这条线了。所以所有克隆的 object 都没有标记。
所以现在我不使用这条线了。
但现在我想从另一个脚本中获取所有克隆的 objects:
void Start()
{
anims = GetComponent<Animations>();
waypoints = GameObject.FindGameObjectsWithTag("ClonedObject");
originalPosition = transform.position;
}
但是由于克隆的项目没有任何标签 waypoints 将是空的。
waypoints 是游戏对象数组:GameObject[] waypoints.
我应该给每个克隆的标签名称 object 吗?或者有没有其他方法可以将所有克隆的 object 放入 array/List 中?
解决方案 A
创建 cloneList
public 或创建 public 属性 returns 它,然后从另一个脚本访问它。
public class CloneObjects : MonoBehaviour
{
public List<GameObject> cloneList = new List<GameObject>();
}
public class AnotherScript : MonoBehaviour
{
void Start()
{
var cloneObjects = obj_with_CloneObjects.GetComponent<CloneObjects>();
//cloneObjects.cloneList
}
}
方案B
在另一个脚本中创建类型为 List<GameObject>
的字段。克隆后,将 cloneList
分配给该字段。
public class CloneObjects : MonoBehaviour
{
public List<GameObject> cloneList = new List<GameObject>();
void Clone()
{
}
void Start()
{
Clone();
obj_with_AnotherScript.GetComponent<AnotherScript>.cloneList = cloneList;
}
}
public class AnotherScript : MonoBehaviour
{
public List<GameObject> cloneList = new List<GameObject>();
void Start()
{
//this.cloneList
}
}
But since the cloned onjects are without any tag waypoints will be
empty. waypoints is array of GameObject: GameObject[] waypoints.
您可以在实例化后更改游戏对象的标签。
var o = Instantiate(ObjectToCreate);
o.tag = "ClonedObject";
只需确保在
编辑。现在,GameObject.FindGameObjectsWithTag("ClonedObject");
应该 return 如果有具有该标签名称的实例化对象。
Should I give tag name to every cloned object ? Or is there any other
way to get all the cloned objects into array/List ?
使用带有 FindGameObjectsWithTag
的标签应该没问题。如果您关心性能,那么使用 List
因为 FindGameObjectsWithTag
将搜索具有该标签的游戏对象。它比较慢。
我注意到您已经将实例化的游戏对象存储在 List
中。
改变
private List<GameObject> cloneList = new List<GameObject>();
至
public List<GameObject> cloneList = new List<GameObject>();
如果您的场景中只有一个 CloneObjects
脚本实例,您可以使用 FindObjectOfType
找到 CloneObjects
脚本,然后访问 cloneList
变量。
CloneObjects cloneObjectsInstance = FindObjectOfType<CloneObjects>();
List<GameObject> clonedObj = cloneObjectsInstance.cloneList;
for (int i = 0; i < clonedObj.Count; i++)
{
}
如果场景中有多个 CloneObjects
脚本实例,请找到脚本附加到的游戏对象,然后对其执行 GetComponent
。
CloneObjects cloneObjectsInstance = GameObject.Find("ObjectCloneObjectsIsAttachedTO").GetComponent<CloneObjects>();
List<GameObject> clonedObj = cloneObjectsInstance.cloneList;
for (int i = 0; i < clonedObj.Count; i++)
{
}
在第一个脚本中,我克隆了一些游戏对象:
using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class CloneObjects : MonoBehaviour
{
public GameObject ObjectToCreate;
public int objectsHeight = 3;
[HideInInspector]
public GameObject[] objects;
// for tracking properties change
private Vector3 _extents;
private int _objectCount;
private float _objectSize;
private List<GameObject> cloneList = new List<GameObject>();
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int ObjectCount;
public float ObjectSize;
public static float LargestSize = 0;
// Use this for initialization
void Start()
{
Clone();
//objects = GameObject.FindGameObjectsWithTag("ClonedObject");
objects = cloneList.ToArray();
foreach (var element in objects)
{
float Size = element.transform.localScale.x;
if (Size > LargestSize)
LargestSize = Size;
}
}
private void OnValidate()
{
// prevent wrong values to be entered
Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
ObjectCount = Mathf.Max(0, ObjectCount);
ObjectSize = Mathf.Max(0.0f, ObjectSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
ObjectCount = 100;
ObjectSize = 20.0f;
}
// Update is called once per frame
void Update()
{
}
private void Clone()
{
if (Extents == _extents && ObjectCount == _objectCount && Mathf.Approximately(ObjectSize, _objectSize))
return;
// cleanup
//var ObjectsToDestroy = GameObject.FindGameObjectsWithTag("ClonedObject");
var ObjectsToDestroy = objects;
foreach (var t in ObjectsToDestroy)
{
if (Application.isEditor)
{
DestroyImmediate(t);
}
else
{
Destroy(t);
}
}
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
for (var i = 0; i < ObjectCount; i++)
{
var o = Instantiate(ObjectToCreate);
cloneList.Add(o);
o.transform.SetParent(base.gameObject.transform);
o.transform.localScale = new Vector3(ObjectSize, ObjectSize, ObjectSize);
// get random position
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y; // sphere altitude relative to terrain below
var z = Random.Range(-Extents.z, Extents.z);
// now send a ray down terrain to adjust Y according terrain below
var height = 10000.0f; // should be higher than highest terrain altitude
var origin = new Vector3(x, height, z);
var ray = new Ray(origin, Vector3.down);
RaycastHit hit;
var maxDistance = 20000.0f;
var nameToLayer = LayerMask.GetMask("Terrain");
var layerMask = 1 << nameToLayer;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
var distance = hit.distance;
y = height - distance + y; // adjust
}
else
{
Debug.LogWarning("Terrain not hit, using default height !");
}
// place !
o.transform.position = new Vector3(x, y + objectsHeight, z);
}
_extents = Extents;
_objectCount = ObjectCount;
_objectSize = ObjectSize;
}
}
之前我第一次给 children object 我克隆了一个标签名称。 所以我可以这样做:
var ObjectsToDestroy = GameObject.FindGameObjectsWithTag("ClonedObject");
但是现在我不用这条线了。所以所有克隆的 object 都没有标记。 所以现在我不使用这条线了。
但现在我想从另一个脚本中获取所有克隆的 objects:
void Start()
{
anims = GetComponent<Animations>();
waypoints = GameObject.FindGameObjectsWithTag("ClonedObject");
originalPosition = transform.position;
}
但是由于克隆的项目没有任何标签 waypoints 将是空的。 waypoints 是游戏对象数组:GameObject[] waypoints.
我应该给每个克隆的标签名称 object 吗?或者有没有其他方法可以将所有克隆的 object 放入 array/List 中?
解决方案 A
创建 cloneList
public 或创建 public 属性 returns 它,然后从另一个脚本访问它。
public class CloneObjects : MonoBehaviour
{
public List<GameObject> cloneList = new List<GameObject>();
}
public class AnotherScript : MonoBehaviour
{
void Start()
{
var cloneObjects = obj_with_CloneObjects.GetComponent<CloneObjects>();
//cloneObjects.cloneList
}
}
方案B
在另一个脚本中创建类型为 List<GameObject>
的字段。克隆后,将 cloneList
分配给该字段。
public class CloneObjects : MonoBehaviour
{
public List<GameObject> cloneList = new List<GameObject>();
void Clone()
{
}
void Start()
{
Clone();
obj_with_AnotherScript.GetComponent<AnotherScript>.cloneList = cloneList;
}
}
public class AnotherScript : MonoBehaviour
{
public List<GameObject> cloneList = new List<GameObject>();
void Start()
{
//this.cloneList
}
}
But since the cloned onjects are without any tag waypoints will be empty. waypoints is array of GameObject: GameObject[] waypoints.
您可以在实例化后更改游戏对象的标签。
var o = Instantiate(ObjectToCreate);
o.tag = "ClonedObject";
只需确保在
编辑。现在,GameObject.FindGameObjectsWithTag("ClonedObject");
应该 return 如果有具有该标签名称的实例化对象。
Should I give tag name to every cloned object ? Or is there any other way to get all the cloned objects into array/List ?
使用带有 FindGameObjectsWithTag
的标签应该没问题。如果您关心性能,那么使用 List
因为 FindGameObjectsWithTag
将搜索具有该标签的游戏对象。它比较慢。
我注意到您已经将实例化的游戏对象存储在 List
中。
改变
private List<GameObject> cloneList = new List<GameObject>();
至
public List<GameObject> cloneList = new List<GameObject>();
如果您的场景中只有一个 CloneObjects
脚本实例,您可以使用 FindObjectOfType
找到 CloneObjects
脚本,然后访问 cloneList
变量。
CloneObjects cloneObjectsInstance = FindObjectOfType<CloneObjects>();
List<GameObject> clonedObj = cloneObjectsInstance.cloneList;
for (int i = 0; i < clonedObj.Count; i++)
{
}
如果场景中有多个 CloneObjects
脚本实例,请找到脚本附加到的游戏对象,然后对其执行 GetComponent
。
CloneObjects cloneObjectsInstance = GameObject.Find("ObjectCloneObjectsIsAttachedTO").GetComponent<CloneObjects>();
List<GameObject> clonedObj = cloneObjectsInstance.cloneList;
for (int i = 0; i < clonedObj.Count; i++)
{
}