【发布时间】:2016-07-20 04:57:21
【问题描述】:
当您从另一个对象向字典添加操作时会发生什么?
首先,我正在尝试设计一些不错的游戏内上下文菜单。我的目标是动态生成每个项目。每个项目都是从存储动作的字典中加载的。每个游戏对象的最多 3 个组件都可以访问字典,并附加一个 GamePiece 组件。
首先,有一个字典,其中 Actions 是每个 GamePiece 类型的一个组件:
public class GamePiece : MonoBehaviour {
protected bool rightClickable = true;
protected StatManager statManager;
Transform ui;
CanvasManager canvas;
SpriteRenderer sprite;
Color spriteColor;
public Dictionary<string, Action> actions;
void Awake(){
statManager = GameObject.Find("StatPanel").GetComponent<StatManager>();
actions = new Dictionary<string, Action>();
actions.Add("Deconstruct", Deconstruct);
}
问题是无论我如何填充字典,最后添加的字典项都会被调用。因此,如果我要添加一个“Destroy()”调用和一个“SupplyPower()”调用。字典只会叫“电源”。这特别奇怪,因为菜单本身显示的是正确的按钮。
我怀疑问题是我在同一个游戏对象上添加了来自其他组件的字典项。例如,GamePiece 组件保存字典并添加一些基本操作,然后生成器组件将访问它并添加对其自己的 SupplyPower() 方法的引用
public class Generator: MonoBehaviour {
public Structure structure;
void Start () {
structure = gameObject.GetComponent<Structure>();
structure.gamePiece.actions.Add("Supply Power", SupplyPower);
}
}
创建上下文菜单时会发生以下情况:
public class ContextMenu : MonoBehaviour {
public Transform menuItem;
//Takes a ref from the calling gameObject, t. And is called from CanvasManager.cs
public void PopulateContextMenu(GameObject t)
{
Transform selections = transform.FindChild("Selections").transform; //Parent for items.
//gamePiece holds the dictionary.
GamePiece gamePiece = t.GetComponent<GamePiece>();
foreach (KeyValuePair<string, Action> kVp in gamePiece.actions)
{
GameObject menuItem =
(GameObject)Instantiate(Resources.Load("MenuItem"));
menuItem.name = kVp.Key;
menuItem.GetComponent<Text>().text = kVp.Key;
//Adding functuionality.
menuItem.GetComponent<Button>().onClick.AddListener
(() => { kVp.Value.Invoke(); });
menuItem.GetComponent<Button>().onClick.AddListener
(() => { CloseContextMenu(); });
menuItem.transform.SetParent(selections, false);
}
}
public void CloseContextMenu()
{
Destroy(this.gameObject);
}
}
从 CanvasManager 类调用 PopulateContextMenu 函数:
public class CanvasManager : MonoBehaviour {
public void ToggleContextMenu(GameObject t) {
GameObject newMenu = (GameObject)Resources.Load("ContextMenu");
newMenu = Instantiate(newMenu) as GameObject;
//Passing gameObject t into PopulatContextMenu
newMenu.GetComponent<ContextMenu>().PopulateContextMenu(t);
}
}
这里,ToggleContextMenu() 是从 gameObjects OnMouseOver() 回调中调用的:
public class GamePiece : MonoBehaviour {
void OnMouseOver(){
if (Input.GetMouseButtonDown(1) && rightClickable) {
canvas.ToggleContextMenu(this.gameObject);
}
}
}
因此,当它被调用时,它会将对自身的引用传递给 CanvasManager,然后将其移交给 ContextMenu。
【问题讨论】:
标签: unity3d