0
下面的脚本被添加到空的游戏对象WeaponGroup
,可以使用编辑器填充该空白游戏对象。我做了一个新的游戏对象WeaponGroups
,它应该有一个脚本SetupWeaponGroupsScript
。我如何传输下面的属性,以便每个WeaponGroup
(SetupWeaponGroupsScript
将有一个WeaponGroup
对象的数组)以类似于以下所做的方式进行设置,以便我将SetupWeaponsScript
属性隐藏给检查员并通过SetupWeaponGroupsScript
填充它们?如何通过给定层级中的检查员访问预制阵列
public class SetupWeaponsScript {
// Here's our tuple combining a weapon prefab and a direction.
[System.Serializable]
public struct DirectedWeapon {
public WeaponScript weapon;
public WeaponScript.Direction direction;
}
// The prefabs array is now this tuple type.
public DirectedWeapon[] weaponPrefabs;
public WeaponScript[] weapons;
void Start()
{
weapons = new WeaponScript[weaponPrefabs.Length];
for (int i = 0; i < weaponPrefabs.Length; i++)
{
// Using typed Instantiate to save a GetComponent call.
weapons[i] = Instantiate<WeaponScript>(weaponPrefabs[i].weapon);
weapons[i].weaponDir = weaponPrefabs[i].direction;
}
}
}
图形,我想在编辑器中的以下分级来一个新的脚本SetupWeaponGroupsScript
: