如何为预制件创建枚举以使用精灵图像实例化

how to create an enum for a prefab to be instantiated with an image for sprite

基本上我创建了一个预制件,“badGuy”,共有三种类型。每个都有自己的精灵图像。所以我在附加到我的 badGuy 预制件的脚本中创建了以下枚举:

public enum BadGuyType {
  green,
  blue,
  red
}

自从我没有枚举以来,我一直在为我的预制件使用一张图片。 badGuy 游戏对象有一个 public 属性 让我通过检查器添加它并实例化它多次,如下所示:

public GameObject badGuy; //I set this in the inspector
void Start () {

badGuys= new List<GameObject> ();

int numberOfBadGuys = 6;
Camera camera = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<Camera> ();

for (int i = 1; i < numberOfBadGuys + 1; i++) {
    GameObject badGuyObject =  (GameObject)Instantiate(badGuy, new Vector3(Screen.width*i/2, Screen.height*i/6, camera.nearClipPlane ), Quaternion.identity );
    badGuys.Add(badGuyObject);
}

如何在实例化我的 badGuy 游戏对象时为我的 BadGuyType 枚举和 select 设置图像(最好以编程方式)?

如果您希望每个 badGuy 都有自己的属性,那么您需要为 badguys 创建一个通用 class 并将所有变量放入其中。创建一个名为 BadGuysManager 的脚本,然后在其中实现所有坏人的操作,或者从下面复制一个。

函数签名:

void createBadGuy(GameObject badGuyPrefab, BadGuyType badGuyType, Vector3 badGuyPosition)
void setBadGuyType(BadGuyType badGuyType)
BadGuyType getBadGuyType()
void killBadGuy()
GameObject getBadGuyGameObject()

在您的 test.cs 脚本中,您可以添加带有列表的 BadGuysManager 脚本。

public class test : MonoBehaviour
{
    //Attch the gameObject bad guy here
    public GameObject badGuyPrefab;

    List<BadGuysManager> badGuys = new List<BadGuysManager>();

    // Use this for initialization
    void Start()
    {
        /////////////////////////////////////CREATE 3 bad guys with different colors

        //Bad Guy 1, Green Color
        badGuys.Add(gameObject.AddComponent<BadGuysManager>());
        badGuys[0].createBadGuy(badGuyPrefab, BadGuyType.green, Vector3.zero);

        //Bad Guy 2, Blue Color
        badGuys.Add(gameObject.AddComponent<BadGuysManager>());
        badGuys[1].createBadGuy(badGuyPrefab, BadGuyType.blue, Vector3.zero);

        //Bad Guy 3, Red Color
        badGuys.Add(gameObject.AddComponent<BadGuysManager>());
        badGuys[2].createBadGuy(badGuyPrefab, BadGuyType.red, Vector3.zero);

        /////////////////////////////////////CHANGE bad guy type later on
        //badGuys[0].setBadGuyType(BadGuyType.green);

        /////////////////////////////////////READ bad guy type 
        //BadGuyType badGuyType = badGuys[0].getBadGuyType();

        /////////////////////////////////////Get bad guy 
        //GameObject badGuy = badGuys[0].getBadGuyGameObject();

        /////////////////////////////////////KILL bad guy type 
        //badGuys[0].killBadGuy();

    }
}

下面的代码应该在您的 BadGuysManager.cs 脚本中。这应该让你开始。您可以轻松地扩展或添加更多功能到 BadGuysManager class.

public class BadGuysManager : MonoBehaviour
{
    private GameObject badGuy; //I set this in the inspector
    private BadGuyType playerGuyType = BadGuyType.NONE;

    public void setBadGuyType(BadGuyType badGuyType)
    {
        playerGuyType = badGuyType;

        if (badGuy == null)
        {
            Debug.Log("Failed to set color because Bad Guy Prefab is null! Call createBadGuy function first");
            return; //exit
        }
        if (badGuyType == BadGuyType.green)
        {
            badGuy.GetComponent<MeshRenderer>().material.color = Color.green;
        }
        else if (badGuyType == BadGuyType.blue)
        {

            badGuy.GetComponent<MeshRenderer>().material.color = Color.blue;
        }
        if (badGuyType == BadGuyType.red)
        {

            badGuy.GetComponent<MeshRenderer>().material.color = Color.red;
        }
    }

    public BadGuyType getBadGuyType()
    {
        return playerGuyType;
    }


    public void createBadGuy(GameObject badGuyPrefab, BadGuyType badGuyType, Vector3 badGuyPosition)
    {
        if (badGuyPrefab == null)
        {
            Debug.Log("Bad Guy Prefab is null!");
            return; //exit
        }

        badGuy = (GameObject)Instantiate(badGuyPrefab, badGuyPosition, Quaternion.identity);
        setBadGuyType(badGuyType);
    }

    public void killBadGuy()
    {
        Destroy(badGuy);
        Destroy(this);
    }

    public GameObject getBadGuyGameObject()
    {
        return badGuy;
    }
}

public enum BadGuyType
{
    NONE,
    green,
    blue,
    red
}