我正在一个商店页面上工作。该页面充满面板预制件。由于某些原因,当它填满预制件时,它比预制件的尺寸大一倍。如果我将预制件拖入到位,它将按预期工作。如何调试规模问题?
我在程序定位比例中没有任何代码。我不确定它来自哪里。
这是我用于列表人口的代码。
[System.Serializable]
public class Item
{
public string itemName;
public int price;
}
public class ShopScrollList : MonoBehaviour {
public List<Item> itemList;
public Transform contentPanel;
public Text storeDisplayText;
public SimpleObjectPool buttonObjectPool;
void Start() {
RefreshDisplay();
}
private void RefreshDisplay()
{
AddButtons();
}
private void AddButtons()
{
for (int i = 0; i < itemList.Count; i++)
{
Item item = itemList[i];
GameObject newButton = buttonObjectPool.GetObject();
newButton.transform.SetParent(contentPanel);
ButtonDetails buttonDetails = newButton.GetComponent<ButtonDetails>();
buttonDetails.Setup(item, this);
}
}
}
SimpleObjectPool脚本:
// A very simple object pooling class
public class SimpleObjectPool : MonoBehaviour
{
// the prefab that this object pool returns instances of
public GameObject prefab;
// collection of currently inactive instances of the prefab
private Stack<GameObject> inactiveInstances = new Stack<GameObject>();
// Returns an instance of the prefab
public GameObject GetObject()
{
GameObject spawnedGameObject;
// if there is an inactive instance of the prefab ready to return, return that
if (inactiveInstances.Count > 0)
{
// remove the instance from teh collection of inactive instances
spawnedGameObject = inactiveInstances.Pop();
}
// otherwise, create a new instance
else
{
spawnedGameObject = (GameObject)GameObject.Instantiate(prefab);
// add the PooledObject component to the prefab so we know it came from this pool
PooledObject pooledObject = spawnedGameObject.AddComponent<PooledObject>();
pooledObject.pool = this;
}
// put the instance in the root of the scene and enable it
spawnedGameObject.transform.SetParent(null);
spawnedGameObject.SetActive(true);
// return a reference to the instance
return spawnedGameObject;
}
// Return an instance of the prefab to the pool
public void ReturnObject(GameObject toReturn)
{
PooledObject pooledObject = toReturn.GetComponent<PooledObject>();
// if the instance came from this pool, return it to the pool
if (pooledObject != null && pooledObject.pool == this)
{
// make the instance a child of this and disable it
toReturn.transform.SetParent(transform);
toReturn.SetActive(false);
// add the instance to the collection of inactive instances
inactiveInstances.Push(toReturn);
}
// otherwise, just destroy it
else
{
Debug.LogWarning(toReturn.name + " was returned to a pool it wasn't spawned from! Destroying.");
Destroy(toReturn);
}
}
}
// a component that simply identifies the pool that a GameObject came from
public class PooledObject : MonoBehaviour
{
public SimpleObjectPool pool;
}
我如何调试来找出问题的来源。在这里只有一件事影响了变革,不应该调整规模。
没有'SimpleObjectPool'脚本几乎不可能提供帮助。 – Programmer
我已经添加了SimpleObjectPool脚本 –
好的。用'spawnedGameObject =(GameObject)实例化(预制);'替换'spawnedGameObject =(GameObject)GameObject.Instantiate(prefab);'。让我知道如果问题仍然存在。 – Programmer