所以我有带有GameState组件的游戏对象,还有带有SceneContext、GameInstaller组件的游戏对象。GameInstaller有用于GameState的字段,我还将GameInstaller引用为单安装程序。当我从prefab实例化player游戏对象时--它在GameState字段上具有Inject属性,并试图使用GameState组件访问场景中的每个游戏对象--我得到的是空引用。
这就是我是绑定的样子,我就是这样的注射法 (它是我的敌人/玩家的基类)
public class GroundEnemy : AbstractUnit
public override void SetDefaultConfig(UnitData groundEnemyData, Camera camera, Player target)
{
Debug.Log(gameState + " - gamestate ref in " + this.name);
this.target = target;
healthbarCanvas.worldCamera = camera;
maxHealth = currentHealth = groundEnemyData.Health;
speed = groundEnemyData.UnitSpeed;
collisionDamage = groundEnemyData.UnitColisionDmg;
gameState.OnGameLost.AddListener(this.LostGame);
}好吧,与gameState.OnGameLost一致-我有一个空引用。我在基类中所做的GameState注入,这是从monobeh派生的。
这就是我如何用播放器/敌人脚本实例化预制板的方法
public class Spawner : MonoBehaviour
{
[InjectOptional] private Player injectedPlayer;
[SerializeField] private LevelLoader levelLoader;
[SerializeField] private CameraTracker camTracker;
[SerializeField] private Joystick joystick;
[Inject(Id = "Player")] private UnitData playerEntity;
[Inject(Id = "Fly Enemy")] private UnitData flyEntity;
[Inject(Id = "Ground Enemy")] private UnitData groundEntity;
[Inject(Id = "Boss Enemy")] private UnitData bossEntity;
[Inject] private ArenaData arenaData;
[Inject] private GameState gameState;
[Header("Prefabs")]
[SerializeField] private Player playerPrefab;
[SerializeField] private FlyEnemy flyEnemyPrefab;
[SerializeField] private GroundEnemy groundEnemyPrefab;
[SerializeField] private BossEnemy bossEnemyPrefab;
[HideInInspector] public List<AbstractUnit> AliveEnemies = new List<AbstractUnit>();
private Player cashedPlayer;
private void Start()
{
InstantiateEntities();
}
private void InstantiateEntities()
{
if (injectedPlayer != null)
{
var player = Instantiate(injectedPlayer, arenaData.PlayerSpawnPos, Quaternion.identity);
player.HealthbarCanvas = camTracker.PriorCamera;
ExtraSetup(player);
}
else
{
var player = Instantiate(playerPrefab, arenaData.PlayerSpawnPos, Quaternion.identity);
player.SetDefaultConfig(playerEntity, camTracker.PriorCamera);
ExtraSetup(player);
}
if (arenaData.FlySpawnPoints.Count != 0)
{
for (int i = 0; i < arenaData.FlySpawnPoints.Count; i++)
{
var entity = Instantiate(flyEnemyPrefab, arenaData.FlySpawnPoints[i], Quaternion.identity);
AliveEnemies.Add(entity);
entity.SetDefaultConfig(flyEntity, camTracker.PriorCamera, cashedPlayer);
}
}
if (arenaData.GroundSpawnPoints.Count != 0)
{
for (int i = 0; i < arenaData.GroundSpawnPoints.Count; i++)
{
var entity = Instantiate(groundEnemyPrefab, arenaData.GroundSpawnPoints[i], Quaternion.identity);
AliveEnemies.Add(entity);
entity.SetDefaultConfig(groundEntity, camTracker.PriorCamera, cashedPlayer);
}
}
if (arenaData.BossSpawnPos != Vector2.zero)
{
var entity = Instantiate(bossEnemyPrefab, arenaData.BossSpawnPos, Quaternion.identity);
AliveEnemies.Add(entity);
entity.SetDefaultConfig(bossEntity, camTracker.PriorCamera, cashedPlayer);
}
}
private void ExtraSetup(Player player)
{
camTracker.SetTarget(player.transform);
joystick.player = player;
joystick.gameObject.SetActive(true);
cashedPlayer = player;
}
public void RemoveEnemy(AbstractUnit abstractUnit)
{
AliveEnemies.Remove(abstractUnit);
if (AliveEnemies.IsEmpty())
{
gameState.OnPlayerWinLvl?.Invoke();
if (SceneManager.GetActiveScene().buildIndex + 1 != SceneManager.sceneCount)
{
StartCoroutine(levelLoader.LoadScene(SceneManager.GetActiveScene().buildIndex + 1, cashedPlayer));
}
}
}}
发布于 2020-06-03 13:37:59
您需要绑定FromInstance,如下所示:
Container.BindInterfacesAndSelfTo<GameState>().FromInstance(_myGameStateReference).AsSingle();https://stackoverflow.com/questions/62172635
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