通过玩家偏好将难度设置转移到游戏场景

Difficulty settings carryover to game scenes via playerprefs

感谢一些很好的建议,我有难度按钮改变我的游戏的生成率。但是,这些更改并未转化为后续场景。谁能发现我的 Playerprefs 设置的问题?

难度按钮脚本

私有按钮;

public RandomSpawn randomSpawn;

public int difficulty;


void Start()
{
    button = GetComponent<Button>(); 
    randomSpawn = GameObject.Find("Random Spawn").GetComponent<RandomSpawn>();
    button.onClick.AddListener(delegate{randomSpawn.UpdateSpawnRate(difficulty);});
}

void SetDifficulty()
{
    Debug.Log(gameObject.name + "was clicked");
}

 void Update()
{
    PlayerPrefs.SetInt("Player Difficulty", difficulty);
}

}

生成脚本

public GameObject prefab1, prefab2, prefab3, prefab4;

public float maxSpawnRate = 2f;

private float nextSpawn = 0f;

private int whatToSpawn;

private float spawnRate = 2f;

public static int difficulty = 0;

private void Start()
{
    difficulty = PlayerPrefs.GetInt("Player Difficulty");
}

void Update()
{
    
    if (Time.time > nextSpawn) { //if time has come
        whatToSpawn = Random.Range(1, 6); // define random value between 1 and 4 (5 is exclusive)
        Debug.Log(whatToSpawn); //display its value in console
   
   
        switch (whatToSpawn) {
            case 1:
                Instantiate(prefab1, transform.position, Quaternion.identity);
                break;
            case 2:
                Instantiate(prefab2, transform.position, Quaternion.identity);
                break;
            case 3:
                Instantiate(prefab3, transform.position, Quaternion.identity);
                break;
            case 4:
                Instantiate(prefab4, transform.position, Quaternion.identity);
                break;
       
        }
 
        nextSpawn = Time.time + spawnRate;
    }
}

public void UpdateSpawnRate(int difficulty)
{
    spawnRate = maxSpawnRate / difficulty;
}

}

SetDifficulty 没有显示为 Inspector 的 OnClick 选项 enter image description here

我认为问题出在 Update() 方法中使用 SetInt,因为您有多个对象使用 RandomSpawn 脚本。它会随着每个对象的难度不断覆盖这个值。

private Button button;

public int difficulty;


void Start()
{
    button = GetComponent<Button>();

    // can also add the onclick to your button here
    button.onClick.AddListener(delegate{SetDifficulty();});
}

// make this your buttons onClick in the hierarchy
public void SetDifficulty()
{
    PlayerPrefs.SetInt("Player Difficulty", difficulty);
    Debug.Log(gameObject.name + "was clicked");
}
}

SetDifficulty是按钮的onClick吗?如果是这样,如果您在检查器中分配 onClick,则不再需要 button.onClick.AddListener。我会将 PlayerPrefs.SetInt 移动到您的按钮发生 onClick 的任何位置,这样您就可以仅在该实例中设置难度,而不是在 Update() 中设置每一帧。

我现在正在编辑生成脚本以根据难度和 maxSpawn 更改生成速率;

public GameObject prefab1, prefab2, prefab3, prefab4;

public float maxSpawnRate = 2f;

private float nextSpawn = 0f;

private int whatToSpawn;

private float spawnRate = 2f;

public static int difficulty = 0;

private void Start()
{
    difficulty = PlayerPrefs.GetInt("Player Difficulty");
    spawnRate = maxSpawnRate / difficulty;
}

void Update()
{
    
    if (Time.time > nextSpawn) { //if time has come
        whatToSpawn = Random.Range(1, 6); // define random value between 1 and 4 (5 is exclusive)
        Debug.Log(whatToSpawn); //display its value in console
   
   
        switch (whatToSpawn) {
            case 1:
                Instantiate(prefab1, transform.position, Quaternion.identity);
                break;
            case 2:
                Instantiate(prefab2, transform.position, Quaternion.identity);
                break;
            case 3:
                Instantiate(prefab3, transform.position, Quaternion.identity);
                break;
            case 4:
                Instantiate(prefab4, transform.position, Quaternion.identity);
                break;
       
        }
 
        nextSpawn = Time.time + spawnRate;
    }
}