首页 > 解决方案 > 为什么即使门没锁,门的颜色总是红色?

问题描述

此脚本和第二个脚本都附加到同一个空 GameObject:

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class DoorsLockManager : MonoBehaviour
{
    public bool lockDoors = false;
    public DoorsManager doorsmanager;

    private Renderer rend;
    private Shader unlitcolor;
    private List<GameObject> DoorShieldFXLocked = new List<GameObject>();

    private void Start()
    {
        for (int i = 0; i < doorsmanager._doors.Count; i++)
        {
            if (lockDoors == true)
            {
                doorsmanager.LockDoor(i);
                ChangeColors(Color.red, Color.green, true);
            }
            else
            {
                doorsmanager.UnlockDoor(i);
                ChangeColors(Color.red, Color.green, false);
            }
        }

        DoorShieldFXLocked = GameObject.FindGameObjectsWithTag("DoorShield").ToList();
    }

    private void Update()
    {

    }

    private void ChangeMaterialSettings()
    {
        unlitcolor = Shader.Find("Unlit/ShieldFX");
        rend.material.shader = unlitcolor;
        //rend.material.SetFloat("_Metallic", 1);
    }

    private void ChangeColors(Color32 lockedColor, Color32 unlockedColor,bool lockState)
    {
        for (int i = 0; i < DoorShieldFXLocked.Count; i++)
        {
            rend = DoorShieldFXLocked[i].GetComponent<Renderer>();
            ChangeMaterialSettings();
            if (lockState == true)
            {
                rend.material.color = lockedColor;
            }
            else
            {
                rend.material.color = unlockedColor;
            }
        }
    }
}

它确实根据 Start 中的 lockDoors 变量状态更改门解锁/锁定的锁定状态。但它永远不会改变门的颜色。

当它解锁时,它应该是绿色并锁定为红色。但是一直都是红色的。

这是其中一扇门的屏幕截图示例:

在此处输入图像描述

相反,我将两个顶级脚本都移到了一个脚本中:

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class DoorsLockManager : MonoBehaviour
{
    public bool lockDoors = false;

    private Renderer rend;
    private Shader unlitcolor;
    private List<GameObject> DoorShieldFXLocked = new List<GameObject>();
    private List<HoriDoorManager> _doors = new List<HoriDoorManager>();

    private void Start()
    {
        DoorShieldFXLocked = GameObject.FindGameObjectsWithTag("DoorShield").ToList();

        var doors = GameObject.FindGameObjectsWithTag("Door");
        foreach (var door in doors)
        {
            _doors.Add(door.GetComponent<HoriDoorManager>());
        }

        for (int i = 0; i < _doors.Count; i++)
        {
            if (lockDoors == true)
            {
                LockDoor(i);
                ChangeColors(Color.red, Color.green);
            }
            else
            {
                UnlockDoor(i);
                ChangeColors(Color.red, Color.green);
            }
        }
    }

    private void Update()
    {

    }

    private void ChangeMaterialSettings()
    {
        unlitcolor = Shader.Find("Unlit/ShieldFX");
        rend.material.shader = unlitcolor;
        //rend.material.SetFloat("_Metallic", 1);
    }

    private void ChangeColors(Color32 lockedColor, Color32 unlockedColor)
    {
        for (int i = 0; i < DoorShieldFXLocked.Count; i++)
        {
            rend = DoorShieldFXLocked[i].GetComponent<Renderer>();
            ChangeMaterialSettings();
            if (lockDoors == true)
            {
                rend.material.color = lockedColor;
            }
            else
            {
                rend.material.color = unlockedColor;
            }
        }
    }

    public void LockDoor(int doorIndex)
    {
        _doors[doorIndex].ChangeLockState(true);
    }
    public void UnlockDoor(int doorIndex)
    {
        _doors[doorIndex].ChangeLockState(false);
    }
}

并且附在每扇门上的脚本没有改变:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class HoriDoorManager : MonoBehaviour
{
    private bool doorLockState;
    private List<DoorHori> doors = new List<DoorHori>();

    private void Start()
    {
        if (transform.parent != null)
        {
            Transform parent = transform.parent;
            var children = parent.GetComponentsInChildren<Transform>();

            if(children != null)
            {
                foreach (Transform door in children)
                {
                    if (door.name == "Door_Left" || door.name == "Door_Right")
                        doors.Add(door.GetComponent<DoorHori>());
                }
            }
        }
    }

    void OnTriggerEnter()
    {
        if (doorLockState == false)
        {
            if (doors != null)
            {
               for(int i =0; i < doors.Count; i++)
                {
                    doors[i].OpenDoor();
                }
            }
        }
    }

    public void ChangeLockState(bool lockState)
    {
        doorLockState = lockState;
    }
}

但它仍然没有改变门的颜色。

标签: c#unity3d

解决方案


此代码有效:

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class DoorsLockManager : MonoBehaviour
{
    public bool lockDoors = false;

    private Renderer rend;
    private Shader unlitcolor;
    private List<GameObject> DoorShieldFXLocked = new List<GameObject>();
    private List<HoriDoorManager> _doors = new List<HoriDoorManager>();

    private void Start()
    {
        DoorShieldFXLocked = GameObject.FindGameObjectsWithTag("DoorShield").ToList();
        unlitcolor = Shader.Find("Unlit/ShieldFX");

        var doors = GameObject.FindGameObjectsWithTag("Door");
        foreach (var door in doors)
        {
            _doors.Add(door.GetComponent<HoriDoorManager>());
        }

        ChangeDoorsLockStates();
    }

    private void Update()
    {
        ChangeDoorsLockStates();
    }

    private void ChangeDoorsLockStates()
    {
        for (int i = 0; i < DoorShieldFXLocked.Count; i++)
        {
            if (lockDoors == true)
            {
                ChangeColors(Color.red, Color.green, i);
            }
            else
            {
                ChangeColors(Color.red, Color.green, i);
            }
        }

        for (int x = 0; x < _doors.Count; x++)
        {
            if (lockDoors == true)
            {
                LockDoor(x);
            }
            else
            {
                UnlockDoor(x);
            }
        }
    }

    private void ChangeColors(Color32 lockedColor, Color32 unlockedColor, int index)
    {
        var renderer = DoorShieldFXLocked[index].GetComponent<Renderer>();
        renderer.material.shader = Shader.Find("Unlit/ShieldFX");

        if (lockDoors == true)
        {
            renderer.material.SetColor("_MainColor", lockedColor);
        }
        else
        {
            renderer.material.SetColor("_MainColor", unlockedColor);
        }
    }

    public void LockDoor(int doorIndex)
    {
        _doors[doorIndex].ChangeLockState(true);
    }
    public void UnlockDoor(int doorIndex)
    {
        _doors[doorIndex].ChangeLockState(false);
    }
}

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