unity 3d 制作预制对象 undestroyable/unclibable

unity 3d make prefab object undestroyable/unclibable

好的,我制作了代表火柴的预制件。将脚本附加到主摄像头后,我进行了 15 次匹配,

using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;

public class LoadMatches : MonoBehaviour {
public GameObject match;

GameObject[] matchArray = new GameObject[15];

void Start () {

    DrawMatches();
 }
private void DrawMatches()
{


    int y = 4;
    int x = -4;
    int n = 0;
          for (int i = -4; i < 5; i += 2)
        {
            for (int j = x; j < y + 1; j += 2)
            {
             matchArray[n]=Instantiate(match, new Vector3(j, i, 0), Quaternion.identity) as GameObject;
             matchArray[n].name= Convert.ToString(n);
             n++;
            }
            y = y - 1;
            x = x + 1;
        }
}

}

我明白了

enter image description here

当我点击对象时,对象必须被销毁(使那个)但是当我点击某行中的对象时,我必须使只有那个对象可以被销毁,其他行中的所有其他匹配器必须成为undestroyable/unclickabe 直到按下按钮。

using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
public class DragDrop : MonoBehaviour {
float x;
float y;
public GameObject match;
private txtGameOver txtGO;

private void Awake()
{
    txtGO = GameObject.FindObjectOfType<txtGameOver>();
}

private void Start()
{
    match.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;

 }
 void Update(){
    x = Input.mousePosition.x;
    y = Input.mousePosition.y;
}
void OnMouseDrag(){
    transform.position = Camera.main.ScreenToWorldPoint(new Vector3(x,y,10.0f));
}
void OnMouseDown()
{
    var boxes = GameObject.FindGameObjectsWithTag("Match");

    SelectMatches(match);
    if (boxes.Length == 1)
    {
        txtGO.GameOverText();
    }
}
void SelectMatches (GameObject m)
{
   int n;
   n = Convert.ToInt32(m.name);
     if (n>=0 && n<=4)
    {

        Destroy(m);
     }
  else if (n > 4 && n <= 8)
    {
         Destroy(m);
     }
    else if (n > 8 && n <= 11)
    {
        Destroy(m);
    }
    else if (n > 11 && n <= 13)
    {
         Destroy(m);
    }
    else if (n==14)
    {
        Destroy(m);
     }
}

}

我的问题是如何在脚本中制作一些对象 undestroyable/unclikable。

你可以设置UI在对象的特定位置不接受输入,基本上就是说光标不在对象上所以你不能点击。这是我能find/think 提供的最接近的帮助。

public class GraphicIgnoreRaycast : MonoBehaviour, ICanvasRaycastFilter
 {
     public bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
     {
         return false;
     }
 }

有关 concept/script 的更多信息:http://answers.unity3d.com/questions/816861/46-ui-image-is-capturing-clicks-how-to-prevent.html

至于将对象设置为无法被销毁,那是Unity做不到的。

通过这样做。您只需要将游戏对象标记为 DontDestroy 而且是坚不可摧的

    object[] obj = GameObject.FindObjectsOfType(typeof (GameObject));
    foreach (object o in obj) {
        GameObject go = (GameObject) o;

        //if the GO is tagged with DontDestroy, ignore it. (Cameras, Managers, etc. which should survive loading)
        //these kind of GO's shouldn't have an ObjectIdentifier component!
        if(go.CompareTag("DontDestroy")) {
            Debug.Log("Keeping GameObject in the scene: " + go.name);
            continue;

        }
        Destroy(go);
    }

希望我能帮到你

好的,我做了解决方案,很简单。

using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
using System.Collections.Generic;

public class DragDrop : MonoBehaviour {
float x;
float y;
public GameObject match;
private txtGameOver txtGO;
 public GameObject[] GameObjectArray;

private void Awake()
{
    txtGO = GameObject.FindObjectOfType<txtGameOver>();
}

private void Start()
{
  GameObjectArray = GameObject.FindGameObjectsWithTag("Match");
}
 void Update(){
    x = Input.mousePosition.x;
    y = Input.mousePosition.y;
}
void OnMouseDrag(){
 transform.position = Camera.main.ScreenToWorldPoint(new Vector3(x,y,10.0f));
}
void OnMouseDown()
{
    var boxes = GameObject.FindGameObjectsWithTag("Match");

    SelectMatches(match);
    if (boxes.Length == 1)
    {
        txtGO.GameOverText();
    }
}
void SelectMatches (GameObject m)
{
   int n;
   n = Convert.ToInt32(m.name);
   if (n>=0 && n<=4)
    {
        if (GameObjectArray[n].CompareTag("Match") && GlobaVariables.Control==false)
        {
            ChangeTag(0, 4,n);

        }
        else if (GameObjectArray[n].CompareTag("Destroy") && GlobaVariables.Control == true)
        {
            GameObjectArray[n].SetActive(false);
        }

    }
  else if (n > 4 && n <= 8)
    {
        if (GameObjectArray[n].CompareTag("Match") && GlobaVariables.Control == false)
        {
            ChangeTag(5, 8, n);

        }
        else if (GameObjectArray[n].CompareTag("Destroy") && GlobaVariables.Control == true)
        {
            GameObjectArray[n].SetActive(false);
        }
    }
    else if (n > 8 && n <= 11)
    {
        if (GameObjectArray[n].CompareTag("Match") && GlobaVariables.Control == false)
        {
            ChangeTag(9, 11,n);

        }
        else if (GameObjectArray[n].CompareTag("Destroy") && GlobaVariables.Control == true)
        {
            GameObjectArray[n].SetActive(false);
        }
    }
    else if (n > 11 && n <= 13)
    {
        if (GameObjectArray[n].CompareTag("Match") && GlobaVariables.Control == false)
        {
            ChangeTag(12, 13, n);

        }
        else if (GameObjectArray[n].CompareTag("Destroy") && GlobaVariables.Control == true)
        {
            GameObjectArray[n].SetActive(false);
        }
    }
    else if (n==14)
    {
        if (GameObjectArray[n].CompareTag("Match") && GlobaVariables.Control == false)
        {
            ChangeTag(14, 14, n);

        }
        else if (GameObjectArray[n].CompareTag("Destroy") && GlobaVariables.Control == true)
        {
            GameObjectArray[n].SetActive(false);
        }
    }
 }
 void ChangeTag(int p, int z,int n)
 {

    for (int i = p; i <z+1; i++)
    {

      GameObjectArray[i].tag = "Destroy";
        Debug.Log(GameObjectArray[i].tag + " " + GameObjectArray[i]);


    }

    GameObjectArray[n].SetActive(false);
    GlobaVariables.Control = true;

}
}

在函数 select 匹配中,我检查了一个游戏对象数组,其中是 Matces/Playing 对象并检查了对象的 number/name。我知道对象的位置,并且我只更改名称范围内的对象。我制作了全局静态布尔变量,它是中断块更改标签,直到我按下按钮。因为数组我不使用销毁对象,SetActvie tru 更好,因为这种方法不会弄乱数组。