我已经开始为我的游戏开发早期的alpha菜单,我一直在想如何排除数组中的项目,特别是在unity中。我正在努力制作除当前使用的物品外的所有物品。我不知道我该怎么做,如果有人能帮忙,那将是令人惊讶的。
这是我当前的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class CS
{
public List<GameObject> CanvasButtons;
}
public class CanvasSwitcher : MonoBehaviour
{
public List<CS> Screen = new List<CS>();
static int switcher;
public static void ScreenSwitchPlus()
{
switcher += 1;
}
public static void ScreenSwitchMinus()
{
switcher -= 1;
}
public void Update()
{
foreach(GameObject l in Screen[switcher].CanvasButtons)
{
l.SetActive(true);
}
}
}
在这里使用for
循环而不是foreach
循环会更明智:
public void Update()
{
int ignore = 2;
for(int i = 0; i < Screen[switcher].CanvasButtons.Count; i++)
{
if(i != ignore)
Screen[switcher].CanvasButtons[i].SetActive(true);
else
Screen[switcher].CanvasButtons[i].SetActive(false);
}
}
如果没有if
(承认可读性较差(,它可能会更短:
public void Update()
{
int ignore = 2;
for(int i = 0; i < Screen[switcher].CanvasButtons.Count; i++)
{
Screen[switcher].CanvasButtons[i].SetActive(i != ignore);
}
}
甚至更短的时间将CanvasButtons从循环中取出:
public void Update()
{
int ignore = 2;
var collection = Screen[switcher].CanvasButtons;
for(int i = 0; i < collection.Count; i++)
{
collection[i].SetActive(i != ignore);
}
}
我搞定了!有一段时间我有点头脑迟钝,我在第二个for语句中搞砸了一些值,但我明白了。我会在这里发布代码。我总是忘了数学上的小事。就像我常说的,我不解决问题,我制造问题。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class CS
{
public List<GameObject> CanvasButtons;
}
public class CanvasSwitcher : MonoBehaviour
{
public List<CS> Screen = new List<CS>();
static int switcher;
public static void ScreenSwitchPlus()
{
switcher += 1;
}
public static void ScreenSwitchMinus()
{
switcher -= 1;
}
public void FixedUpdate()
{
List<CS> csco = Screen;
for(int i1 = 0; i1 < csco.Count;)
{
List<GameObject> collection = csco[i1].CanvasButtons;
for (int i = 0; i < collection.Count; i++)
{
collection[i].SetActive(i1 == switcher);
switch(i == collection.Count - 1)
{
case true:
i1++;
break;
}
}
}
}
}
我觉得你把事情搞得太复杂了。
它可能只是
public void Update()
{
for(var i = 0; i < Screen.Count; i++)
{
foreach(var button in Screen[i].CanvasButtons)
{
button.SetActive(i == switcher);
}
}
}
不过还有两点。
首先,我要确保switcher
实际上是一个有效的值。你要么想钳制值,使其保持在这样的索引范围内
public static void ScreenSwitchPlus()
{
switcher = Mathf.Clamp(switcher + 1, 0, Screen.Count);
}
public static void ScreenSwitchMinus()
{
switcher = Mathf.Clamp(switcher - 1, 0, Screen.Count);
}
或者你可以根据你的需求,像一样,在末端实现环绕
public static void ScreenSwitchPlus()
{
switcher = (switcher + 1) % Screen.Count;
}
public static void ScreenSwitchMinus()
{
switcher -= 1;
if(switcher < 0) switcher = Screen.Count - 1;
}
最后,如前所述,我根本不会在每帧中获取Update
中的值,而是由事件驱动。
如果你真的需要(我认为这只是lazyness;((有那个值和方法static
,你可以附加到像这样的事件上
private static event Action<int> OnSwitcherChanged;
public static void ScreenSwitchPlus()
{
switcher = (switcher + 1) % Screen.Count;
OnSwitcherChanged?.Invoke(switcher);
}
public static void ScreenSwitchMinus()
{
switcher -= 1;
if(switcher < 0) switcher = Screen.Count - 1;
OnSwitcherChanged?.Invoke(switcher);
}
然后像一样收听该事件
private void OnEnable()
{
OnSwitcherChanged += HandleSwitchChanged;
}
private void OnDisable()
{
OnSwitcherChanged -= HandleSwitchChanged;
}
private void HandleSwitchChanged(int newIndex)
{
for(var i = 0; i < Screen.Count; i++)
{
foreach(var button in Screen[i].CanvasButtons)
{
button.SetActive(i == switcher);
}
}
}
试试这个
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class CS {
public List<GameObject> CanvasButtons;
}
public class CanvasSwitcher : MonoBehaviour {
public List<CS> Screen = new List<CS>();
private static bool m_changed = false;
private static int m_lastSwitcher = 0;
private static int m_switcher = 0;
static int switcher {
get {
return m_switcher;
}
set {
if ( switcher != value ) {
m_lastSwitcher = m_switcher;
m_changed = true;
m_switcher = value;
}
}
}
public static void ScreenSwitchPlus() {
switcher += 1;
}
public static void ScreenSwitchMinus() {
switcher -= 1;
}
private void Update() {
if ( m_changed ) {
UpdateCS();
m_changed = false;
}
}
void UpdateCS() {
if ( m_lastSwitcher < Screen.Count ) {
var canvasBtns = Screen[ m_lastSwitcher ].CanvasButtons;
for ( int i = 0; i < canvasBtns.Count; i++ ) {
canvasBtns[ i ].SetActive( false );
}
}
if ( switcher < Screen.Count ) {
var canvasBtns = Screen[ switcher ].CanvasButtons;
for ( int i = 0; i < canvasBtns.Count; i++ ) {
canvasBtns[ i ].SetActive( true );
}
}
}
}