Instantiate(GameObject) VS Resource.Load()

本文通过一个Unity编程中的实例,探讨了Instantiate(GameObject)与Resource.Load()的区别。当尝试响应 GameObject 的事件时,注意到Instantiate返回的是场景中的实例,而Resource.Load仅加载资源到内存,未将其加入场景。修改代码后,问题得以解决。
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问题引出

今天写Unity程序时出现以下问题,主要代码如下

void ShowMessageBox()
{
	GameObject messageBox = (GameObject)Resources.Load("Prefabs/MessageBox");
	messageBox.GetComponentInChildren<Text>().text = "The model already exists.\nCover it?";
	Instantiate(messageBoxResource);
	messageBox.GetComponent<MyMessageBox>().OkBtn.onClick.AddListener(OnOkBtnClicked);
	messageBox.GetComponent<MyMessageBox>().CancleBtn.onClick.AddListener(OnCancleBtnClicked);
}

void OnOkBtnClicked()
{
    Debug.Log("Click OK");
    DestroyImmediate(messageBox);
}

void OnCloseBtnClicked()
{
    DestroyImmediate(messageBox);
 }

void OnCancleBtnClicked()
{
    Debug.Log("Click Cancle");
    DestroyImmediate(messageBox);
}

开始程序死活都无法响应MessageBox的OK和Cancle按钮的点击事件。鼠标滑过Instantiate时IDE提示返回GameObject,突然提醒了我Instantiate返回的才是在场景中的GameObject,Resource.Load只是将资源加载到内存当中。因此将代码改为如下:

    void
public void Move() { int stt = sun; scoreText.text = stt.ToString(); if (Input.GetKey(KeyCode.W)) { direction = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[2]; this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.S)) { this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[0]; direction = 2; this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.D)) { direction = 3; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[1]; this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.A)) { direction = 1; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[3]; this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime); } // 攻击 if (Input.GetMouseButtonDown(0)) { // 处理鼠标左键点击事件 GameObject ins = Instantiate(bulletPrefab); Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); ins.GetComponent<Blogs>().clickPosition = clickPosition; if (direction == 0) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f); } else if (direction == 2) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f); } else if (direction == 3) { ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y); } else if (direction == 1) { ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y); } } }增加移动时脚步声
最新发布
05-17
你可以在Move()函数中增加播放脚步声的代码,例如: public AudioClip footstepSound; // 脚步声音频 public AudioSource audioSource; // 音频源 public void Move() { int stt = sun; scoreText.text = stt.ToString(); if (Input.GetKey(KeyCode.W)) { direction = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[2]; this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.S)) { this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[0]; direction = 2; this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.D)) { direction = 3; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[1]; this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.A)) { direction = 1; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[3]; this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime); } // 播放脚步声 if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) { if (!audioSource.isPlaying) { audioSource.clip = footstepSound; audioSource.loop = true; audioSource.Play(); } } else { audioSource.Stop(); } // 攻击 if (Input.GetMouseButtonDown(0)) { // 处理鼠标左键点击事件 GameObject ins = Instantiate(bulletPrefab); Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); ins.GetComponent<Blogs>().clickPosition = clickPosition; if (direction == 0) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f); } else if (direction == 2) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f); } else if (direction == 3) { ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y); } else if (direction == 1) { ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y); } } }
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