我有两个脚本附加到同一个emptygameobject。
第一个脚本是:
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class SpawnObjects : MonoBehaviour
{
public int numberOfObjects;
public GameObject objectToPlace;
public Vector3 newObjectsSize = new Vector3(5, 5, 5);
public float spawnSpeed = 0.1f;
private int wallsLengthX;
private int wallsLengthZ;
private int wallsPosX;
private int wallsPosZ;
private int currentObjects;
private List<GameObject> objects = new List<GameObject>();
void Start()
{
var wi = GetComponent<Walls>();
wallsLengthX = (int)wi.lengthX;
wallsLengthZ = (int)wi.lengthZ;
wallsPosX = (int)wi.wallsStartPosition.x;
wallsPosZ = (int)wi.wallsStartPosition.z;
StartCoroutine(Spawn());
}
IEnumerator Spawn()
{
for (int i = 0; i < numberOfObjects; i++)
{
GameObject newObject = (GameObject)Instantiate(objectToPlace);
newObject.transform.localScale = new Vector3(newObjectsSize.x, newObjectsSize.y, newObjectsSize.z);
newObject.transform.localPosition = GenerateRandomPositions(newObject);
newObject.name = "Spawned Object";
newObject.tag = "Spawned Object";
objects.Add(newObject);
yield return new WaitForSeconds(spawnSpeed);
currentObjects += 1;
}
}
private Vector3 GenerateRandomPositions(GameObject newObject)
{
float paddingX = Mathf.Clamp(newObject.transform.localScale.x, 0, wallsLengthX) / 2f;
float paddingZ = Mathf.Clamp(newObject.transform.localScale.z, 0, wallsLengthZ) / 2f;
float originX = wallsPosX + paddingX - wallsLengthX / 2f;
float originZ = wallsPosZ + paddingZ - wallsLengthZ / 2f;
float posx = UnityEngine.Random.Range(originX, originX + wallsLengthX - paddingX);
float posz = UnityEngine.Random.Range(originZ, originZ + wallsLengthZ - paddingZ);
float posy = Terrain.activeTerrain.SampleHeight(new Vector3(posx, 0, posz));
return new Vector3(posx, posy, posz);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WayPoints : MonoBehaviour
{
public GameObject[] waypoints;
public Transform target;
public float moveSpeed = 10f;
public float moveSpeed1 = 10f;
public float slowDownSpeed = 3f;
public float reverseSlowDownSpeed = 3f;
public float rotationSpeed = 1f;
private Transform myTransform;
private int targetsIndex = 0;
private Vector3 originalPosition;
private GameObject[] robots;
public Transform reverseTarget;
private int reverseTargetsIndex = 0;
private Vector3 reverseOriginalPosition;
public bool random = false;
void Awake()
{
myTransform = transform;
}
// Use this for initialization
void Start()
{
waypoints = GameObject.FindGameObjectsWithTag("Spawned Object");
第一个脚本生成新的10个立方体。
但是第二个脚本waypoints变量只得到1个“衍生对象”,而不是10个。
当我使用断点时,我看到它正在执行循环中的第一个脚本一次:
for (int i = 0; i < numberOfObjects; i++)
但是,它会跳转到第二个脚本,得到一个“衍生对象”,然后返回到第一个脚本,完成循环的其余部分。
我想要的是,它将首先使整个循环生成10个立方体,然后用第二个脚本将它们全部获取。
我甚至在编辑:编辑>项目设置>脚本执行顺序