Instanciated gameobject就像是预制件一样

时间:2016-11-28 21:37:28

标签: unity3d

我正致力于模块化太空飞船,可由玩家自定义。船上有硬点,有模块,可以容纳更多的模块等等。

此时硬点的代码看起来非常简单;

public class Hardpoint : MonoBehaviour {
    public GameObject holds; //this holds the prefab
    public ComponentObject.Type[] canHold;
    private GameObject heldInstance; //this holds an instance of the prefab

    public void SpawnComponent() {
        Clear();
        heldInstance = Instantiate(holds, transform.position, transform.rotation) as GameObject;
        heldInstance.transform.SetParent(transform);
    }

    public void RollThroughDecompression(CompressedComponent c) {
        heldInstance.GetComponent<ComponentObject>().Decompress(c);
    }

    public void Clear() {
        foreach (Transform child in transform)
        {
            Destroy(child.gameObject);
        }
    }
}
然而,这一切都像是预制件。因为我得到的错误信息是:

Destroying assets is not permitted to avoid data loss. If you really want to remove an asset use DestroyImmediate (theObject, true);

Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption.

此时我完全迷失了。任何人都可以指出我正确的方向,为什么这些错误会不断出现?

编辑: 一些截图。

预期结果:

Expected Result

实际结果:

Actual Result

一切都始于EmptyHardpoint。正如您所看到的,它确实产生了驾驶舱,并将EmptyHardpoint设置为父级。但这就是乐趣结束的地方。进一步处理Gameobjects,就好像它们是预制件一样。

解压缩代码:

public void Decompress(CompressedComponent c) {
    componentType = (Type)Enum.Parse(typeof(Type), c.componentType);
    componentNumber = c.componentNumber;
    UpdateHardPoints();
    GameObject[] typeRepository = GetRepository(componentType);

    //update children 
    int point = 0;
    foreach (Transform child in typeRepository[componentNumber].transform)
    {
        Hardpoint hardpoint = child.GetComponent<Hardpoint>();
        if (hardpoint != null) {
            Debug.Log("Hardpoint found in " + child.transform.parent.name);
            if (c.hardpoints[point] != null) {
                //get the hardpoint's repository
                GameObject[] hardpointRepo = GetRepository((Type)Enum.Parse(typeof(Type), c.hardpoints[point].componentType));
                //set the hardpoint to hold this object
                hardpoint.holds = hardpointRepo[c.hardpoints[point].componentNumber];
                hardpoint.SpawnComponent();
                hardpoint.RollThroughDecompression(c.hardpoints[point]);
                point++;
            }
        }
    }
}

CompressedComponent仅包含模块化对象的类型。从场景中的存储库加载(我知道它很乱,我以后会解决它。)

1 个答案:

答案 0 :(得分:1)

感谢CùĐứcHiếu我发现我正在寻找错误的区域。在解压缩期间,我循环通过实际预制,而不是变换。固定代码:

foreach (Transform child in transform)
        {
            Hardpoint hardpoint = child.GetComponent<Hardpoint>();
            if (hardpoint != null) {
                Debug.Log("Hardpoint found in " + child.transform.parent.name);
                if (c.hardpoints[point] != null) {
                    //get the hardpoint's repository
                    GameObject[] hardpointRepo = GetRepository((Type)Enum.Parse(typeof(Type), c.hardpoints[point].componentType));
                    //set the hardpoint to hold this object
                    hardpoint.holds = hardpointRepo[c.hardpoints[point].componentNumber];
                    hardpoint.SpawnComponent();
                    hardpoint.RollThroughDecompression(c.hardpoints[point]);
                    point++;
                }
            }
        }