可交互按钮 UNITY
Interactable button UNITY
我想做一个简单的条件:
如果我拥有的价值低于物品的价格,该按钮将被禁用。
如果我拥有的价值大于或等于商品的价格,则按钮已启用,我可以购买。
但是我在测试的时候遇到了一些问题
首先,如果我的物品成本低于该按钮,则该按钮会启用,只有当我点击它时它才会禁用。
其次,如果我的钱少于商品价格并且我点击它会禁用,但如果我有足够的钱购买商品,该按钮将不会再次启用。
我怎样才能一直检查这些变量?如果我有足够的按钮启用,如果你没有它禁用。
吼我的票据:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class BuySkin : MonoBehaviour {
public int price;
public Button buyBee1;
void OnEnable ()
{
//Register Button Events
buyBee1.onClick.AddListener (() => buySkin (buyBee1));
}
public void buySkin(Button button)
{
if (BeeCoinScore.coin >= price) {
BeeCoinScore.coin -= price;
buyBee1.interactable = false;
}
if (BeeCoinScore.coin < price) {
buyBee1.interactable = false;
}
}
void OnDisable ()
{
//Un-Register Button Events
buyBee1.onClick.RemoveAllListeners ();
}
}
用一些预制件试试这个!
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class GameController : MonoBehaviour
{
public int coins;
private int spherePrice = 100, cubePrice = 50;
public GameObject player;
public GameObject[] availablePrefabs;
public List<GameObject> mySkins;
public Button btnSphere, btnCube;
public Text txtSphere, txtCube;
void Start ()
{
string serializedMySkins = PlayerPrefs.GetString ("skins", "");
string serializedPlayer = PlayerPrefs.GetString ("player", "");
// skins desserialization
if (serializedMySkins == "")
mySkins = new List<GameObject> ();
else {
var a = serializedMySkins.Split (',');
for (int i = 0; i < a.Length; i++) {
if (a [i] == "Sphere") {
mySkins.Add (availablePrefabs [0]);
}
if (a [i] == "Cube") {
mySkins.Add (availablePrefabs [1]);
}
}
}
// player desserialization
if (serializedPlayer != "") {
if (serializedPlayer == "Sphere") {
player = availablePrefabs [0];
}
if (serializedPlayer == "Cube") {
player = availablePrefabs [1];
}
} else {
player = mySkins [0];
}
coins = PlayerPrefs.GetInt ("coins", 0);
coins = 1000;
}
void Update ()
{
if (mySkins.Contains (availablePrefabs [0])) {
txtSphere.text = "Usar esfera";
} else {
btnSphere.interactable = coins >= spherePrice;
}
if (mySkins.Contains (availablePrefabs [1])) {
txtCube.text = "Usar cubo";
} else {
btnCube.interactable = coins >= cubePrice;
}
}
public void play ()
{
player = (GameObject)Instantiate (player, new Vector2 (0, 0), Quaternion.identity);
}
public void verifySkin (GameObject skinPrefab)
{
if (mySkins.Contains (skinPrefab)) {
useSkin (skinPrefab);
} else if (coins >= priceOf (skinPrefab)) {
buySkin (skinPrefab, priceOf (skinPrefab));
}
}
public void buySkin (GameObject skinPrefab, int price)
{
mySkins.Add (skinPrefab);
coins -= price;
string skinsHash = "";
for (int i = 0; i < mySkins.Count; i++) {
skinsHash += mySkins [i].name + ",";
}
Debug.Log (skinsHash);
PlayerPrefs.SetInt ("coins", coins);
PlayerPrefs.SetString ("skins", skinsHash);
PlayerPrefs.Save ();
}
public void useSkin (GameObject skinPrefab)
{
player = skinPrefab;
PlayerPrefs.SetString ("player", player.name);
PlayerPrefs.Save ();
}
private int priceOf (GameObject skinPrefab)
{
if (skinPrefab == availablePrefabs [0])
return spherePrice;
else if (skinPrefab == availablePrefabs [1])
return cubePrice;
else
return 0;
}
}
OnEnable() 在对象启用和活动时调用。
你需要 Update() 因为它在每一帧都会被调用,它会检查你的价值是小于还是大于 item.You 的价格也可以这样尝试。
// I think that you are making an buymenu, so you can disable and enable your menu with ui button and check money you have
using System.Collections;
using UnityEngine.UI;
public class BuySkin : MonoBehaviour
{
public int price;
public static int money;// money you have
public Button thisbuyBee1;
public void buychkr()
{
if(price>= money)
{
thisbuyBee1.interactable = false;
}
else
{
thisbuyBee1.interactable = true;
}
}
void Update()
{
buychkr();
}
}
我想做一个简单的条件:
如果我拥有的价值低于物品的价格,该按钮将被禁用。
如果我拥有的价值大于或等于商品的价格,则按钮已启用,我可以购买。
但是我在测试的时候遇到了一些问题
首先,如果我的物品成本低于该按钮,则该按钮会启用,只有当我点击它时它才会禁用。
其次,如果我的钱少于商品价格并且我点击它会禁用,但如果我有足够的钱购买商品,该按钮将不会再次启用。
我怎样才能一直检查这些变量?如果我有足够的按钮启用,如果你没有它禁用。
吼我的票据:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class BuySkin : MonoBehaviour {
public int price;
public Button buyBee1;
void OnEnable ()
{
//Register Button Events
buyBee1.onClick.AddListener (() => buySkin (buyBee1));
}
public void buySkin(Button button)
{
if (BeeCoinScore.coin >= price) {
BeeCoinScore.coin -= price;
buyBee1.interactable = false;
}
if (BeeCoinScore.coin < price) {
buyBee1.interactable = false;
}
}
void OnDisable ()
{
//Un-Register Button Events
buyBee1.onClick.RemoveAllListeners ();
}
}
用一些预制件试试这个!
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class GameController : MonoBehaviour
{
public int coins;
private int spherePrice = 100, cubePrice = 50;
public GameObject player;
public GameObject[] availablePrefabs;
public List<GameObject> mySkins;
public Button btnSphere, btnCube;
public Text txtSphere, txtCube;
void Start ()
{
string serializedMySkins = PlayerPrefs.GetString ("skins", "");
string serializedPlayer = PlayerPrefs.GetString ("player", "");
// skins desserialization
if (serializedMySkins == "")
mySkins = new List<GameObject> ();
else {
var a = serializedMySkins.Split (',');
for (int i = 0; i < a.Length; i++) {
if (a [i] == "Sphere") {
mySkins.Add (availablePrefabs [0]);
}
if (a [i] == "Cube") {
mySkins.Add (availablePrefabs [1]);
}
}
}
// player desserialization
if (serializedPlayer != "") {
if (serializedPlayer == "Sphere") {
player = availablePrefabs [0];
}
if (serializedPlayer == "Cube") {
player = availablePrefabs [1];
}
} else {
player = mySkins [0];
}
coins = PlayerPrefs.GetInt ("coins", 0);
coins = 1000;
}
void Update ()
{
if (mySkins.Contains (availablePrefabs [0])) {
txtSphere.text = "Usar esfera";
} else {
btnSphere.interactable = coins >= spherePrice;
}
if (mySkins.Contains (availablePrefabs [1])) {
txtCube.text = "Usar cubo";
} else {
btnCube.interactable = coins >= cubePrice;
}
}
public void play ()
{
player = (GameObject)Instantiate (player, new Vector2 (0, 0), Quaternion.identity);
}
public void verifySkin (GameObject skinPrefab)
{
if (mySkins.Contains (skinPrefab)) {
useSkin (skinPrefab);
} else if (coins >= priceOf (skinPrefab)) {
buySkin (skinPrefab, priceOf (skinPrefab));
}
}
public void buySkin (GameObject skinPrefab, int price)
{
mySkins.Add (skinPrefab);
coins -= price;
string skinsHash = "";
for (int i = 0; i < mySkins.Count; i++) {
skinsHash += mySkins [i].name + ",";
}
Debug.Log (skinsHash);
PlayerPrefs.SetInt ("coins", coins);
PlayerPrefs.SetString ("skins", skinsHash);
PlayerPrefs.Save ();
}
public void useSkin (GameObject skinPrefab)
{
player = skinPrefab;
PlayerPrefs.SetString ("player", player.name);
PlayerPrefs.Save ();
}
private int priceOf (GameObject skinPrefab)
{
if (skinPrefab == availablePrefabs [0])
return spherePrice;
else if (skinPrefab == availablePrefabs [1])
return cubePrice;
else
return 0;
}
}
OnEnable() 在对象启用和活动时调用。 你需要 Update() 因为它在每一帧都会被调用,它会检查你的价值是小于还是大于 item.You 的价格也可以这样尝试。
// I think that you are making an buymenu, so you can disable and enable your menu with ui button and check money you have
using System.Collections;
using UnityEngine.UI;
public class BuySkin : MonoBehaviour
{
public int price;
public static int money;// money you have
public Button thisbuyBee1;
public void buychkr()
{
if(price>= money)
{
thisbuyBee1.interactable = false;
}
else
{
thisbuyBee1.interactable = true;
}
}
void Update()
{
buychkr();
}
}