我是 C#/Unity 的新手(要温柔)- 我正在尝试创建自己的脚本,将一个公共(public)变量添加到 Inspector,这样做允许我让一个脚本适用于多个游戏对象(或者我认为).
脚本非常简单。
它适用于 PC,但不适用于 Android。
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.EventSystems;
public class BtnLoadScene : MonoBehaviour {
public Object SceneObj;
private string SceneName;
public void LoadLevel()
{
SceneName = SceneObj.name;
Debug.Log (SceneName);
SceneManager.LoadScene(SceneName);
}
}
我将此脚本作为组件附加到驱动场景加载的所有按钮(在整个应用程序中)。同样,这里的值(value)是我可以将我的“场景”从 Assets 文件夹拖到检查器/组件中(因此我不必显式管理“整数”或“字符串”——这一切都将通过对象引用)。
同样,这适用于 PC 更新:根据评论中的建议,我在独立播放器中尝试过,但失败了。这仅适用于 Unity 编辑器。当我为 Android 构建时(是的,它编译并且我可以安装 APK)它不起作用 - 第一个场景加载,按钮响应我的触摸,我看到它“按下”,但 ADB 抛出:
12-23 15:37:27.028 14816 14847 I Unity : NullReferenceException: Object reference not set to an instance of an object
12-23 15:37:27.028 14816 14847 I Unity : at BtnLoadScene.LoadLevel () [0x00000] in <filename unknown>:0
12-23 15:37:27.028 14816 14847 I Unity : at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
12-23 15:37:27.028 14816 14847 I Unity : at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
12-23 15:37:27.028 14816 14847 I Unity : at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
12-23 15:37:27.028 14816 14847 I Unity : at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0
12-23 15:37:27.028 14816 14847 I Unity : at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0
12-23 15:37:27.028 14816 14847 I Unity : at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0
12-23 15:37:27.028 14816 14847 I Unity : at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
12-23 15:37:27.028 14816 14847 I Unity : at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target
12-23 15:37:27.036 14816 14847 I Unity : NullReferenceException: Object reference not set to an instance of an object
12-23 15:37:27.036 14816 14847 I Unity : at BtnLoadScene.LoadLevel () [0x00000] in <filename unknown>:0
12-23 15:37:27.036 14816 14847 I Unity : at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0
12-23 15:37:27.036 14816 14847 I Unity : at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
12-23 15:37:27.036 14816 14847 I Unity : at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
12-23 15:37:27.036 14816 14847 I Unity : at UnityEngine.Events.UnityEvent`1[T0].Invoke (.T0 arg0) [0x00000] in <filename unknown>:0
12-23 15:37:27.036 14816 14847 I Unity : at UnityEngine.EventSystems.EventTrigger.Execute (EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
12-23 15:37:27.036 14816 14847 I Unity : at UnityEngine.EventSystems.EventTrigger.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0
12-23 15:37:27.036 14816 14847 I Unity : at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename
如果我输入一个硬编码值(字符串或场景整数),它在 Android 和 PC 上运行良好。但是,出于某种我看不到的原因,当我为 Android 构建时,我在 Inspector 中引用的 Scene 对象似乎没有像我想的那样捕获字符串名称并将其传递给 LoadScene() .
任何人都可以就我做错了什么提出建议吗?这是不可能的还是愚蠢的想法?
提前谢谢你。
最佳答案
恐怕 UnityEngine.SceneAsset
只能在编辑器中使用,并且在任何构建中最终都会为 null。
然而,Unity3D 只需要 BuildSettings
列表中的字符串或索引,所以它很简单:只需在检查器中传递场景名称。无论哪种方式,它将在您的整个开发过程中保持不变,并且如果您更改场景名称,其行为将与您将实际的 SceneAsset
对象放在那里一样(在这两种情况下重命名都会失败)。
关于c# - Unity 场景管理和 Android - 无法加载场景,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34443589/