【问题标题】:How do I make a variable visible anywhere in a script?如何使变量在脚本中的任何位置可见?
【发布时间】:2019-08-29 02:25:25
【问题描述】:

CurrentlyGrounded 应该翻转为真假。相反,Visual Studio 报告它“在当前上下文中不存在”。如何强制此变量存在于脚本中的任何地方?

公开它完全没有任何作用。

问题出现在第 267 行的私有 void GroundCheck() 方法中。

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.FirstPerson
{
    [RequireComponent(typeof (Rigidbody))]
    [RequireComponent(typeof (CapsuleCollider))]
    public class RigidbodyFirstPersonController : MonoBehaviour
    {
        [Serializable]
        public class MovementSettings
        {
            public float ForwardSpeed = 8.0f;   // Speed when walking forward
            public float BackwardSpeed = 4.0f;  // Speed when walking backwards
            public float StrafeSpeed = 4.0f;    // Speed when walking sideways

            public float AirForwardSpeed = 8.0f;   // Speed when flying forward
            public float AirBackwardSpeed = 4.0f;  // Speed when flying backwards
            public float AirStrafeSpeed = 4.0f;    // Speed when flying sideways

            public bool CurrentlyGrounded = true;

            public float RunMultiplier = 2.0f;   // Speed when sprinting
            public KeyCode RunKey = KeyCode.LeftShift;
            public float JumpForce = 30f;
            public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
            [HideInInspector] public float CurrentTargetSpeed = 8f;

#if !MOBILE_INPUT
            private bool m_Running;
#endif

            public void UpdateDesiredTargetSpeed(Vector2 input)
            {
                if (input == Vector2.zero) return;
                if (input.x > 0 || input.x < 0 && CurrentlyGrounded == true)
                {
                    //strafe
                    CurrentTargetSpeed = StrafeSpeed;
                }
                else if (input.x > 0 || input.x < 0 && CurrentlyGrounded == false)
                {
                    //strafe
                    CurrentTargetSpeed = AirStrafeSpeed;
                }
                if (input.y < 0 && CurrentlyGrounded == true)
                {
                    //backwards
                    CurrentTargetSpeed = BackwardSpeed;
                }
                else if (input.y < 0 && CurrentlyGrounded == false)
                {
                    //backwards
                    CurrentTargetSpeed = AirBackwardSpeed;
                }
                if (input.y > 0 && CurrentlyGrounded == true)
                {
                    //forwards
                    //handled last as if strafing and moving forward at the same time forwards speed should take precedence
                    CurrentTargetSpeed = ForwardSpeed;
                }
                else if (input.y > 0 && CurrentlyGrounded == false)
                {
                    //forwards
                    //handled last as if strafing and moving forward at the same time forwards speed should take precedence
                    CurrentTargetSpeed = AirForwardSpeed;
                }
#if !MOBILE_INPUT
                if (Input.GetKey(RunKey))
                {
                    CurrentTargetSpeed *= RunMultiplier;
                    m_Running = true;
                }
                else
                {
                    m_Running = false;
                }
#endif
            }

#if !MOBILE_INPUT
            public bool Running
            {
                get { return m_Running; }
            }
#endif
        }


        [Serializable]
        public class AdvancedSettings
        {
            public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
            public float stickToGroundHelperDistance = 0.5f; // stops the character
            public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
            public bool airControl; // can the user control the direction that is being moved in the air
            [Tooltip("set it to 0.1 or more if you get stuck in wall")]
            public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
        }


        public Camera cam;
        public MovementSettings movementSettings = new MovementSettings();
        public MouseLook mouseLook = new MouseLook();
        public AdvancedSettings advancedSettings = new AdvancedSettings();


        private Rigidbody m_RigidBody;
        private CapsuleCollider m_Capsule;
        private float m_YRotation;
        private Vector3 m_GroundContactNormal;
        private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;


        public Vector3 Velocity
        {
            get { return m_RigidBody.velocity; }
        }

        public bool Grounded
        {
            get { return m_IsGrounded; }
        }

        public bool Jumping
        {
            get { return m_Jumping; }
        }

        public bool Running
        {
            get
            {
 #if !MOBILE_INPUT
                return movementSettings.Running;
#else
                return false;
#endif
            }
        }


        private void Start()
        {
            m_RigidBody = GetComponent<Rigidbody>();
            m_Capsule = GetComponent<CapsuleCollider>();
            mouseLook.Init (transform, cam.transform);
        }


        private void Update()
        {
            RotateView();

            if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
            {
                m_Jump = true;
            }
        }


        private void FixedUpdate()
        {
            GroundCheck();
            Vector2 input = GetInput();

            if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
            {
                // always move along the camera forward as it is the direction that it being aimed at
                Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
                desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;

                desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
                desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
                desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
                if (m_RigidBody.velocity.sqrMagnitude <
                    (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
                {
                    m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
                }
            }

            if (m_IsGrounded)
            {
                m_RigidBody.drag = 5f;

                if (m_Jump)
                {
                    m_RigidBody.drag = 0f;
                    m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
                    m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
                    m_Jumping = true;
                }

                if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
                {
                    m_RigidBody.Sleep();
                }
            }
            else
            {
                m_RigidBody.drag = 0f;
                if (m_PreviouslyGrounded && !m_Jumping)
                {
                    StickToGroundHelper();
                }
            }
            m_Jump = false;
        }


        private float SlopeMultiplier()
        {
            float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
            return movementSettings.SlopeCurveModifier.Evaluate(angle);
        }


        private void StickToGroundHelper()
        {
            RaycastHit hitInfo;
            if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
                                   ((m_Capsule.height/2f) - m_Capsule.radius) +
                                   advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
            {
                if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
                {
                    m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
                }
            }
        }


        private Vector2 GetInput()
        {

            Vector2 input = new Vector2
                {
                    x = CrossPlatformInputManager.GetAxis("Horizontal"),
                    y = CrossPlatformInputManager.GetAxis("Vertical")
                };
            movementSettings.UpdateDesiredTargetSpeed(input);
            return input;
        }


        private void RotateView()
        {
            //avoids the mouse looking if the game is effectively paused
            if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;

            // get the rotation before it's changed
            float oldYRotation = transform.eulerAngles.y;

            mouseLook.LookRotation (transform, cam.transform);

            if (m_IsGrounded || advancedSettings.airControl)
            {
                // Rotate the rigidbody velocity to match the new direction that the character is looking
                Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
                m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
            }
        }

        /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
        private void GroundCheck()
        {
            m_PreviouslyGrounded = m_IsGrounded;
            RaycastHit hitInfo;
            if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
                                   ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
            {
                m_IsGrounded = true;
                CurrentlyGrounded = true;
                m_GroundContactNormal = hitInfo.normal;
            }
            else
            {
                m_IsGrounded = false;
                CurrentlyGrounded = false;
                m_GroundContactNormal = Vector3.up;
            }
            if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
            {
                m_Jumping = false;
            }
        }
    }
}

应该发生的是它已按预期看到和更改。

相反,它在当前上下文中被报告为不存在。

【问题讨论】:

  • 可以标记为static,使用MovementSettings.CurrentlyGrounded = true;
  • 我将如何实施此类更改?
  • MovementSettings 类中的public bool CurrentlyGrounded = true; 更改为public static bool CurrentlyGrounded = true;,并将CurrentlyGrounded 的所有用法更改为MovementSettings.CurrentlyGrounded,但仅限在MovementSettings 类之外使用时。
  • 脚本编译时,不再能够在真假之间动态切换。我该如何解决这个问题?

标签: c# unity3d


【解决方案1】:

不要听那些想要制作所有东西的人static 只是为了“更轻松”地访问东西。

如果你有多个该类的实例(例如,如果有两个玩家,或者一个 AI 使用相同的组件),这实际上可能会导致很多麻烦。

另一个不好的副作用是您将无法再通过 Inspector 对其进行配置,例如用于调试或为其提供所需的起始值。


你想改用的是

moventSettings.CurrentlyGrounded

访问您的MovementSettings 实例的值。

就像你做的一样,例如在

movementSettings.Running

【讨论】:

    【解决方案2】:

    您可以将其分配给全局变量。

    public static class Globals
    {
        public static String value = "Sample Value"; // Modifiable
        public static readonly String CODE_PREFIX = "TEST-"; // Unmodifiable
    }
    

    然后您可以在代码中的任何位置检索定义的值

    String code = Globals.CODE_PREFIX + value.ToString();
    

    【讨论】:

    • 1.问题是关于bool 的值... 2. 如果您可以简单地设置static 的值,为什么还要引入一个新的专用类? 3.不要仅仅因为你不知道如何访问正确的实例而到处使用static(参见my answer)。这导致的问题(长期)多于解决的问题(短期)。
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