activeSelf返回true,而gameobject为false [英] activeSelf return true and gameobject is false

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本文介绍了activeSelf返回true,而gameobject为false的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

所以我有一个名为menuView的游戏对象.我创建了toogleGameobject脚本,它很简单-检查它是否为selfActive,然后将其设置为false,然后将其设置为true.问题是由于某种原因它无法正常工作.然后在该函数中设置Debug.Log(selfActive),并在控制台中返回它为true,但我的游戏对象为false.

So i have gameobject called menuView. I created script that toogleGameobject and it is simple - check if it is selfActive, if it is then set to false and if it false then set it to true. Problem is that for some reason it was not working. Then inside that function i set Debug.Log(selfActive) and in my console it returns that it is true but my gameobject is false.

这是图片:

我正在通过按钮调用脚本,并且脚本需要参数gameObject,所以我通过检查器对其进行了分配.

I am calling script by button and script need parameter gameObject so I assign it through inspector.

public void toogleGameObject(GameObject gameobject)
{
    Debug.Log(gameobject + " " + gameObject.activeSelf);

    //In image above this down was under comment, so only Debug.Log was caled with function
    if(gameObject.activeSelf == true)
    {
        gameObject.SetActive(false);
    }
    else
    {
        gameObject.SetActive(true);
    }
}

在这里,我分配并调用游戏对象:

Here i assign and call gameobject:

推荐答案

请注意如何命名变量.从MonoBehaviourComponent继承的本地变量名为"gameObject".

Be careful how you name your variables. There is a local variable inherited from MonoBehaviour and Component named "gameObject".

您使用gameObject来引用此脚本附加到的GameObject.

You use that gameObject to refer to the GameObject that this script is attached to.

脚本附加到的GameObject是您当前在/ff上切换的对象,而不是传递给toogleGameObject函数的对象.

That GameObject the script is attached to is what you are currently toggling on/ff not the one that is passed to the toogleGameObject function.

传递给toogleGameObject函数的GameObject命名为gameobject而不是gameObject. O 不大写.

The GameObject that is passed to the toogleGameObject function is named gameobject not gameObject.The O is not capitalized.

public void toogleGameObject(GameObject gameobject)
{
    Debug.Log(gameobject + " " + gameobject.activeSelf);

    //In image above this down was under comment, so only Debug.Log was caled with function
    if(gameobject.activeSelf == true)
    {
        gameobject.SetActive(false);
    }
    else
    {
        gameobject.SetActive(true);
    }
}

您还可以将其简化为:

public void toogleGameObject(GameObject gameobject)
{
    Debug.Log(gameobject + " " + gameobject.activeSelf);
    gameobject.SetActive(!gameobject.activeSelf);
}


最后,我建议您将参数变量GameObject gameobject重命名为GameObject objToToggle,以免将来再次犯此错误.


Finally, I suggest you rename the parameter variable GameObject gameobject to GameObject objToToggle so that you won't make this mistake in the future again.

public void toogleGameObject(GameObject objToToggle)
{
    Debug.Log(objToToggle + " " + objToToggle.activeSelf);
    objToToggle.SetActive(!objToToggle.activeSelf);
}

这篇关于activeSelf返回true,而gameobject为false的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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