Unity 中不显示静态变量

Statics varibales dont show in Unity

好的,首先,请原谅我的英语。好吧,我一直在用 [Serializable()] 制作 SAVEFILE,没有问题,问题是,当我尝试更改此 static 字符串时 使用用户名,我无法在其他带有 de InputField 的脚本中找到对此变量的引用。没什么奇怪的,SAVEFILE 脚本只是说:

脚本保存:

 public static UIsettings uisettings;

    //Data to save.
    public string AirlineName = "Unknow";
    public string UserName = "Unknow";
    //Autoload.
    public bool StartupLoad;

    void Awake()
    {
        if(uisettings == null)
        {
            uisettings = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }
        
    }
    void Start()
    {
        if (StartupLoad)
        {
            Load();
        }
    }
    //Guardar
    public void Save() //Start the SAVEGAME code

稍后,我更改了 InputFields 中其他两个脚本的 Airline NameUsername 的值,这两个方法如下所示:

 public void SubmitName(string newAirlineName)
    {
        if(newAirlineName == "")
        {
            print("Write a valid name");
        }
        else
        {
            print(newAirlineName + " es valido.");
            profileData.AirlineName = newAirlineName;
            profileData.Save();
            Debug.Log(UIsettings.uisettings.AirlineName);
        }
    }

如果我这样称呼它,工作,但是当我改变场景时这些值再次变为默认值是无用的,所以我在以下值中使用 static

{
public static string AirlineName = "Unknow";
}

没有钥匙,很明显。但是,当我这样做时,第二个脚本的方法无法显示分配的变量,说: error CS0176: Member 'UIsettings.AirlineName' cannot be accessed with an instance reference;用类型名称限定它...

我有几天时间尝试自己解决这个问题,但是,我不知道该怎么做。

是知道SAVEGAME脚本是一个DontDestoyOnLoad文件,就像在第一个脚本中看到的那样,但我认为这不是因为脚本工作正常没有 static.

当你有一个静态变量 (public static string AirlineName) 时,你只能使用 class 名称引用它——而不是 class 的实例——因为只有一个 AirlineName 存在,并且它与您的 class.

的任何实例无关

以下是您收到错误原因的示例:

// This example shows why are you getting the error.  Skip to the second example
// to see the solution that you should use

public class UiSettings : MonoBehaviour
{
   public static string AirlineName = "Unknow";
}

// ...

public void SubmitName(string newAirlineName)
{
   // Just an example of getting the current instance of UiSettings
   UiSettings profileData = (UiSettings)GameObject.FindObjectOfType(typeof(UiSettings));

   // You can't do this because AirlineName is a static property, so you can't use an
   // instance variable (profileData) to access it because AirlineName doesn't belong
   // to an instance     
   profileData.AirlineName = newAirlineName;

   // You would have to access it like this
   UiSettings.AirlineName = newAirlineName;
}

但是由于您要使用 DontDestroyOnLoad 使 UiSettings 成为单例 class,您会这样做

public class UiSettings : MonoBehaviour
{
   public static UIsettings uisettings;

   // Do not make these static
   public string AirlineName = "Unknow";
   public string UserName = "Unknow";

    void Awake()
    {
        if(uisettings == null)
        {
            uisettings = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }        
    }
}

// ...

public void SubmitName(string newAirlineName)
{
   // uisettings contains an instance of UiSettings, so you are allowed to say
   // UiSettings.uisettings.AirlineName = ...
   UiSettings.uisettings.AirlineName = newAirlineName;
}

我还建议将名称 uisettings 更改为 Instance 以明确 属性 引用 class 的单例实例。像这样:

public class UiSettings : MonoBehaviour
{
    // Instead of public static UiSettings uisettings
    public static UiSettings Instance { get; private set; }
}