使用复合设计模式时出现 Unity-NullReferenceException
Unity-NullReferenceException When Using Composite Design Pattern
所以我尝试以复合设计模式的形式制作一个简单的对话树,其中层次结构的每个成员都具有基本相同的可自定义属性,在本例中为一个问题和两个选项。在 Unity 中,我试图将问题分配给一个文本框,并将每个选项分配给一个按钮。当您单击一个按钮时,您会转到树的另一层或一片叶子。无论出于何种原因,我收到空引用异常错误并指向这一行。我会尽力回答任何进一步的问题。
Textbox.GetComponent<Text>().text = question;
这可能是我可以解决的简单问题,但我不确定现在该去哪里找。如果有人能在正确的方向上帮助我,我将不胜感激。谢谢你。这是我在复合模式中的关卡脚本。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Composite : MonoBehaviour {
private void Start()
{
Level Level1 = new Level("Hello", "Hi", "Shut Up");
Level leaf1 = new Level("Don't be Rude");
Level Level2 = new Level("What you Doing?", "Not Much", "None of your Business");
Level leaf2 = new Level("Well Excuuuuse Me");
Level Level3 = new Level("Can I do that too?", "Sure", "Go Away");
Level leaf3 = new Level("Fine. Be a Jerk");
Level Level4 = new Level("This is boring, can we do something else?", "Why not?", "You're boring");
Level leaf4 = new Level("I'll go be boring somewhere else");
Level Level5 = new Level("You want ice cream?", "Sounds Good", "I'm allergic");
Level leaf5 = new Level("ok.......");
Level leaf = new Level("I Want Chocolate");
Level1.add(Level1);
Level1.add(leaf1);
Level2.add(Level3);
Level2.add(leaf2);
Level3.add(Level4);
Level3.add(leaf3);
Level4.add(Level5);
Level4.add(leaf4);
Level5.add(leaf5);
Level5.add(leaf);
}
public class Level
{
public static Text Textbox;
public static Text Button1;
public static Text Button2;
public string OptionA;
public string OptionB;
public string Question;
public string Leaf;
private List<Level> levels;
public Level(string question, string optionA, string optionB)
{
this.Question = question;
this.OptionA = optionA;
this.OptionB = optionB;
Textbox.GetComponent<Text>().text = Question;
Button1.GetComponent<Text>().text = OptionA;
Button2.GetComponent<Text>().text = OptionB;
levels = new List<Level>();
}
public Level(string leaf)
{
this.Leaf = leaf;
Textbox.text = leaf;
}
public void add(Level lvl)
{
levels.Add(lvl);
}
public List<Level> getLevels()
{
return levels;
}
}
}
初始化脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Initializer : MonoBehaviour {
public Text Textbox;
public Text Button1;
public Text Button2;
void Awake()
{
Composite.Level.Textbox = this.Textbox;
Composite.Level.Button1 = this.Button1;
Composite.Level.Button2 = this.Button2;
}
}
我认为它看起来很简单。
您正在创建级别 Class 的新实例,但从未设置 Text
和 Button
属性。
这部分也是多余的,因为你是在告诉它自己找一个引用! ("Textbox" 属于 Text
类型)
Textbox.GetComponent<Text>()....
要修复空引用,您可以将字段设为静态。
public static Text Textbox;
public static Text Button1;
public static Text Button2;
并从其他地方分配它们。也许是带有 public 字段的初始化脚本?你可以做很多不同的事情。
这是一个示例,您将此脚本添加到一个空的游戏对象,然后将文本框/按钮拖到检查器插槽中:
public class Initializer : MonoBehaviour
{
public Text Textbox;
public Button Button1;
public Button Button2;
// Awake is called before Start, so Start() in your Composite script will be called
// after these fields have been initialized
void Awake()
{
Level.Textbox = this.Textbox;
Level.Button1 = this.Button1;
Level.Button2 = this.Button2;
}
}
最后删除这些注释行,它们完全一样。
// Textbox.GetComponent<Text>().text = question;
Textbox.text = question;
Button1.GetComponent<Text>().text = optionA;
// Button1.text = optionA;
Button2.GetComponent<Text>().text = optionB;
// Button2.text = optionA;
所以我尝试以复合设计模式的形式制作一个简单的对话树,其中层次结构的每个成员都具有基本相同的可自定义属性,在本例中为一个问题和两个选项。在 Unity 中,我试图将问题分配给一个文本框,并将每个选项分配给一个按钮。当您单击一个按钮时,您会转到树的另一层或一片叶子。无论出于何种原因,我收到空引用异常错误并指向这一行。我会尽力回答任何进一步的问题。
Textbox.GetComponent<Text>().text = question;
这可能是我可以解决的简单问题,但我不确定现在该去哪里找。如果有人能在正确的方向上帮助我,我将不胜感激。谢谢你。这是我在复合模式中的关卡脚本。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Composite : MonoBehaviour {
private void Start()
{
Level Level1 = new Level("Hello", "Hi", "Shut Up");
Level leaf1 = new Level("Don't be Rude");
Level Level2 = new Level("What you Doing?", "Not Much", "None of your Business");
Level leaf2 = new Level("Well Excuuuuse Me");
Level Level3 = new Level("Can I do that too?", "Sure", "Go Away");
Level leaf3 = new Level("Fine. Be a Jerk");
Level Level4 = new Level("This is boring, can we do something else?", "Why not?", "You're boring");
Level leaf4 = new Level("I'll go be boring somewhere else");
Level Level5 = new Level("You want ice cream?", "Sounds Good", "I'm allergic");
Level leaf5 = new Level("ok.......");
Level leaf = new Level("I Want Chocolate");
Level1.add(Level1);
Level1.add(leaf1);
Level2.add(Level3);
Level2.add(leaf2);
Level3.add(Level4);
Level3.add(leaf3);
Level4.add(Level5);
Level4.add(leaf4);
Level5.add(leaf5);
Level5.add(leaf);
}
public class Level
{
public static Text Textbox;
public static Text Button1;
public static Text Button2;
public string OptionA;
public string OptionB;
public string Question;
public string Leaf;
private List<Level> levels;
public Level(string question, string optionA, string optionB)
{
this.Question = question;
this.OptionA = optionA;
this.OptionB = optionB;
Textbox.GetComponent<Text>().text = Question;
Button1.GetComponent<Text>().text = OptionA;
Button2.GetComponent<Text>().text = OptionB;
levels = new List<Level>();
}
public Level(string leaf)
{
this.Leaf = leaf;
Textbox.text = leaf;
}
public void add(Level lvl)
{
levels.Add(lvl);
}
public List<Level> getLevels()
{
return levels;
}
}
}
初始化脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Initializer : MonoBehaviour {
public Text Textbox;
public Text Button1;
public Text Button2;
void Awake()
{
Composite.Level.Textbox = this.Textbox;
Composite.Level.Button1 = this.Button1;
Composite.Level.Button2 = this.Button2;
}
}
我认为它看起来很简单。
您正在创建级别 Class 的新实例,但从未设置 Text
和 Button
属性。
这部分也是多余的,因为你是在告诉它自己找一个引用! ("Textbox" 属于 Text
类型)
Textbox.GetComponent<Text>()....
要修复空引用,您可以将字段设为静态。
public static Text Textbox;
public static Text Button1;
public static Text Button2;
并从其他地方分配它们。也许是带有 public 字段的初始化脚本?你可以做很多不同的事情。 这是一个示例,您将此脚本添加到一个空的游戏对象,然后将文本框/按钮拖到检查器插槽中:
public class Initializer : MonoBehaviour
{
public Text Textbox;
public Button Button1;
public Button Button2;
// Awake is called before Start, so Start() in your Composite script will be called
// after these fields have been initialized
void Awake()
{
Level.Textbox = this.Textbox;
Level.Button1 = this.Button1;
Level.Button2 = this.Button2;
}
}
最后删除这些注释行,它们完全一样。
// Textbox.GetComponent<Text>().text = question;
Textbox.text = question;
Button1.GetComponent<Text>().text = optionA;
// Button1.text = optionA;
Button2.GetComponent<Text>().text = optionB;
// Button2.text = optionA;