Cur*_*984 5 c# unity-game-engine
我刚刚将新的输入系统从 2.7 更新到 2.8。
新输入系统的工作原理是您通过转到 Create-> Input Actions 创建输入操作资产
这将创建一个资产,其中的操作可以映射到键。然后从这个资产创建一个 C# 脚本并在他们的代码中使用它。这就是我所做的。我调用了资产MyInput.inputactions,C# 脚本是MyInput.cs
当您以这种方式使用生成的 C# 脚本时,您需要在脚本中引用资产。但是,更新后,似乎无法从编辑器中做到这一点。当我在类中定义一个公共 MyInput变量时,如下所示:
public class ShapeMover: MonoBehaviour
{
public MyInput controls;
private float _lastFallTime;
private float _fallSpeed;
private ShapeSpawner _spawn;
private GameObject _shapeToMove;
private Transform _shapeToMoveTransform;
private bool _isGameOver;
private const float _leftRotationAngle = (float) -1.57079633;
private const float _rightRotationAngle = (float) 1.57079633;
}
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它没有在检查器中暴露:
NullReferenceException当我尝试访问controls变量时,我得到一个明显的错误。
难道我做错了什么?
如何从检查员处引用资产?我曾尝试添加 [SerializeField]到公共声明中,但没有帮助。
我一直在关注这个视频,它运行良好,直到我更新到更新的输入系统版本。
作为参考,这是完整的 ShapeMover 类:
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace _Scripts
{
public class ShapeMover : MonoBehaviour
{
[SerializeField]
public MyInput controls;
private float _lastFallTime;
private float _fallSpeed;
private ShapeSpawner _spawn;
private GameObject _shapeToMove;
private Transform _shapeToMoveTransform;
private bool _isGameOver;
private const float _leftRotationAngle = (float) -1.57079633;
private const float _rightRotationAngle = (float) 1.57079633;
private void Awake()
{
_spawn = FindObjectOfType<ShapeSpawner>();
_lastFallTime = 0f;
_fallSpeed = GameGrid.Instance.GetFallSpeed();
_isGameOver = false;
Debug.Log("Registering controls callbacks...");
controls.Player.Movement.performed += ctx => Movement(ctx.ReadValue<Vector2>(), true);
controls.Player.Drop.performed += ctx => Drop();
controls.Menu.Reset.performed += ctx => Restart();
controls.Menu.Pause.performed += ctx => PauseToggle();
SetShapeToMove();
}
private void Restart()
{
GameGrid.Instance.ResetGame();
_isGameOver = false;
SetShapeToMove();
}
private void PauseToggle()
{
Debug.Log("Got Pause input");
var currentPauseState = GameGrid.Instance.IsPaused;
//If not paused, will pause
if (!currentPauseState)
{
// controls.Player.Movement.Disable();
// controls.Player.Drop.Disable();
// controls.Player.Menu.Disable();
// controls.Player.Disable();
GameGrid.Instance.IsPaused = true;
}
else
{
// controls.Player.Movement.Enable();
// controls.Player.Drop.Enable();
// controls.Player.Menu.Enable();
// controls.Player.Enable();
GameGrid.Instance.IsPaused = false;
}
}
private void Drop()
{
// Debug.Log("Should Drop Shape!");
bool didMove = true;
while (didMove)
{
didMove = Movement(new Vector2(0, -1), false);
}
}
private bool Movement(Vector2 direction, bool isFromInput)
{
if (isFromInput)
{
Debug.Log($"Got input {direction.ToString()}");
}
//Disable movement controls when game is over.
if (_isGameOver)
{
return false;
}
var oldPosition = _shapeToMoveTransform.position;
var oldRotation = _shapeToMoveTransform.rotation;
// Transform[] children = _shapeToMoveTransform.Cast<Transform>().ToArray();
var didMove = true;
var didEndMovement = false;
GameGrid.Instance.RemoveShapeFromGrid(_shapeToMoveTransform);
if (direction.x < 0)
{
didMove = MoveLeft();
}
else if (direction.x > 0)
{
didMove = MoveRight();
}
else if (direction.y > 0)
{
didMove = RotateLeft();
}
else if (direction.y < 0)
{
didMove = MoveDown();
if (!didMove)
{
didEndMovement = true;
}
}
//If Shape didn't move, restore previous position.
if (!didMove)
{
_shapeToMoveTransform.position = oldPosition;
_shapeToMoveTransform.rotation = oldRotation;
}
GameGrid.Instance.AddShapeToGrid(_shapeToMoveTransform);
// Debug.Log($"Shape {_shapeToMove.name} Position after movement Did Move: {didMove.ToString()}");
// Transform[] children = _shapeToMoveTransform.Cast<Transform>().ToArray();
// var lowestChild = children.OrderBy(x => x.position.y).First();
// Debug.Log($"{lowestChild.position.ToString()}");
if (didEndMovement)
{
GameGrid.Instance.ClearRows(_shapeToMoveTransform);
_isGameOver = GameGrid.Instance.IsGameOver(_shapeToMoveTransform);
if (!_isGameOver)
{
SetShapeToMove();
}
}
return didMove;
}
private void SetShapeToMove()
{
_shapeToMove = _spawn.SpawnShape();
_shapeToMoveTransform = _shapeToMove.transform;
}
private void Update()
{
if (_isGameOver)
{
return;
}
if (GameGrid.Instance.IsPaused)
{
return;
}
var time = Time.time;
if (!(time - (_lastFallTime + _fallSpeed) > 0))
{
return;
}
Movement(new Vector2(0, -1), false);
_lastFallTime = time;
_fallSpeed = GameGrid.Instance.GetFallSpeed();
}
private bool MoveLeft()
{
_shapeToMoveTransform.position += Vector3.right;
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private bool MoveRight()
{
_shapeToMoveTransform.position += Vector3.left;
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private bool MoveDown()
{
_shapeToMoveTransform.position += Vector3.down;
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private bool RotateLeft()
{
_shapeToMoveTransform.Rotate(0, 0, -90);
// foreach (Transform child in _shapeToMoveTransform)
// {
// RotateTransform(child, _leftRotationAngle);
// }
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private void RotateTransform(Transform transformToRotate, float rotationAngleRadian)
{
var currentLocalPosition = transformToRotate.localPosition;
var currentX = currentLocalPosition.x;
var currentY = currentLocalPosition.y;
var rotatedX = currentX * Mathf.Cos(rotationAngleRadian) - currentY * Mathf.Sin(rotationAngleRadian);
var rotatedY = currentX * Mathf.Sin(rotationAngleRadian) + currentY * Mathf.Cos(rotationAngleRadian);
transformToRotate.localPosition = new Vector2(rotatedX, rotatedY);
// Debug.Log($"Position after rotation is: {transformToRotate.localPosition.ToString()}");
}
private bool RotateRight()
{
_shapeToMoveTransform.Rotate(0, 0, -90);
return GameGrid.Instance.CanMove(_shapeToMoveTransform);
}
private void OnEnable()
{
Debug.Log("Controls Enabled...");
controls.Enable();
}
// private void OnDisable()
// {
// Debug.Log("Controls Disabled...");
// controls.Disable();
// }
}
}
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正如您所说,您无法再引用新生成的输入类。为了使其正常工作,我实例化了该类,并使用 SetCallbacks 方法,如下所示:
private MyInput _inputs;
public void Awake()
{
_inputs = new MyInput();
}
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说实话,我不知道这是否是使用输入类的预期方式,但它确实有效。
编辑 :
从2.8预览版开始,自动生成界面。我只能推荐它,因为它非常容易使用,你只需要继承 IYourActionsSetNameActions 并添加回调即可。(此外,您必须启用/禁用操作集,但您应该能够在另一个脚本中执行此操作)
这是一个完整的基本示例,使用您的命名:
public class ShapeMover : MonoBehaviour, MyInput.IPlayerActions
{
private MyInput _inputs;
public void Awake()
{
_inputs = new MyInput();
_inputs.Player.SetCallbacks(this);
}
public void OnEnable()
{
_inputs.Player.Enable();
}
public void OnDisable()
{
_inputs.Player.Disable();
}
public void OnMovement(InputAction.CallbackContext context)
{
Vector2 delta = context.ReadValue<Vector2>();
transform.position += new Vector3(delta.x, 0, delta.y);
}
public void OnDrop(InputAction.CallbackContext context)
{
//TODO
}
// ...
}
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