记录一下在DontDestroyOnLoad后,反复来回跳转场景确保物体的唯一性,话不多说看代码
public class Manager : MonoBehaviour
{
private static Manager Instance;
public static Manager GetInstance()
{
return Instance;
}
private void Awake()
{
if (Instance == null)
{
Instance = this;
MaskCanvas = TraverseAllObjects("MaskCanvas").gameObject;
Brake = TraverseAllObjects("BrakeCanvas").gameObject;
DontDestroyOnLoad(gameObject);
DontDestroyOnLoad(MaskCanvas);
DontDestroyOnLoad(Brake);
}
else
{
if (Instance != this)
{
Destroy(TraverseAllObjects("MaskCanvas").gameObject);
Destroy(TraverseAllObjects("BrakeCanvas").gameObject);
Destroy(gameObject);
}
}
} public static Transform TraverseAllObjects(string name)
{
Transform s = null;
try
{
// 获取场景中所有的根物体
GameObject[] rootObjects = SceneManager.GetActiveScene().GetRootGameObjects();
// 遍历所有根物体和它们的子物体
foreach (GameObject rootObject in rootObjects)
{
// print(rootObject);
TraverseHierarchy(rootObject.transform, name, ref s);
}
return s;
}
catch (System.Exception e) { return s; }
}
private static void TraverseHierarchy(Transform parent, string name, ref Transform returnObj)
{
try
{
if (parent.name == name)
{
returnObj = parent;
}
}
catch (System.Exception) { }
// 遍历当前父物体下的所有子物体
foreach (Transform child in parent)
{
// 处理子物体,这里可以添加你的逻辑
try
{
// print(child.name+" "+ name);
if (child.name == name)
{
returnObj = child;
}
}
catch (System.Exception)
{
TraverseHierarchy(child, name, ref returnObj);
}
// 递归调用遍历子物体的子物体
TraverseHierarchy(child, name, ref returnObj);
}
}
}
上面代码中不仅保留了物体的唯一性,还加入了一个查找Hierarchy面板物体的功能,查找范围在主场景中。