因此,我正在为我的蛇游戏使用一个定制器,我正在使用PlayerPrefs来保存蛇的首选外观。现在,每次我测试运行游戏时,playerprefs中保存的字符串并没有加载,它只是空的。
我已经尝试过在Start()、Awake()和Update()方法上获取字符串数据,但它们都没有加载数据。另外,我在保存数据的每一行中都添加了PlayerPrefs.Save()。
这是我的代码,用于更新所有网格,使其与保存的字符串相同。我已经把它放到了Update方法中。
lesnek = GameObject.FindGameObjectsWithTag("LeWorm");
objName = PlayerPrefs.GetString("meshName");
if (PlayerPrefs.HasKey("meshName"))
{
if (objName == PlayerPrefs.GetString("meshName"))
{
leMesh = Resources.Load<GameObject>(@"Models\" + objName);
}
else
{
objName = PlayerPrefs.GetString("meshName");
leMesh = Resources.Load<GameObject>(@"Models\" + objName);
}
}
if (objName != null || objName != "")
{
objName = "Sphere";
leMesh = Resources.Load<GameObject>(@"Models\" + objName);
}
foreach (GameObject change in lesnek)
{
if (objName != null || objName != "")
{
if (change.GetComponent<MeshFilter>() == null)
{
change.AddComponent<MeshFilter>();
change.GetComponent<MeshFilter>().mesh = leMesh.GetComponent<MeshFilter>().sharedMesh;
PlayerPrefs.SetString("meshName", objName);
PlayerPrefs.Save();
}
else
{
change.GetComponent<MeshFilter>().mesh = leMesh.GetComponent<MeshFilter>().sharedMesh;
PlayerPrefs.SetString("meshName", objName);
PlayerPrefs.Save();
}
}
}每次运行这段代码时,我都会收到一个错误,并且没有在playerpref中加载或保存字符串。
发布于 2019-05-11 19:59:40
这里有一些问题,您的空引用错误是一个主要原因。
我将对您的代码进行注释,以显示您的错误所在,并提供替代解决方案。
// If possible it would be better to assign this object in the inspect rather then
// using a GameObject.Find method, Also this is error prone due to the timing of
// the call, for example if this is in a start this Object may not exist yet.
// Another solution would to be create an event and when you load the skin
// Have that event fire off that its been loaded and everything that needs
// to listen to it will get the change.
lesnek = GameObject.FindGameObjectsWithTag("LeWorm");
// GetString has an alternative method where you can pass a default value
// I would recommend using this method instead.
objName = PlayerPrefs.GetString("meshName"); // POINT A
// Honestly this check seems a tad bit redundant since you already
// attempted to load this preference.
// POINT B
if (PlayerPrefs.HasKey("meshName")) // Since you have said this is empty playerPrefs is empty.
{
// At this point it should equal this since you already set it to this in Point A
if (objName == PlayerPrefs.GetString("meshName"))
{
leMesh = Resources.Load<GameObject>(@"Models\" + objName);
}
else
{
// This case should never get called, because of Point A and your if condition.
objName = PlayerPrefs.GetString("meshName");
leMesh = Resources.Load<GameObject>(@"Models\" + objName);
}
}
if (objName != null || objName != "") // This completely nullifies all the work in Point B
{
objName = "Sphere";
leMesh = Resources.Load<GameObject>(@"Models\" + objName);
}
foreach (GameObject change in lesnek)
{
if (objName != null || objName != "")
{
if (change.GetComponent<MeshFilter>() == null)
{
change.AddComponent<MeshFilter>();
change.GetComponent<MeshFilter>().mesh = leMesh.GetComponent<MeshFilter>().sharedMesh;
PlayerPrefs.SetString("meshName", objName);
PlayerPrefs.Save();
}
else
{
change.GetComponent<MeshFilter>().mesh = leMesh.GetComponent<MeshFilter>().sharedMesh;
PlayerPrefs.SetString("meshName", objName);
PlayerPrefs.Save();
}
}
}无需详细介绍,假设这是一种初始化方法,而不是start,这就是我要做的更改
// This would be better as a class variable rather then a local variable
string meshName = PlayerPrefs.GetString("meshName", "Sphere");
// Skipping point B because it is redundant
leMesh = Resources.Load<GameObject>(@"Models\" + meshName); // Is this a GameObject or is it a Mesh???
MeshFilter leMeshFilter = leMesh.GetComponent<MeshFilter>();
if(leMeshFilter != null)
{
foreach (GameObject change in lesnek)
{
MeshFilter meshFilter = change.GetComponent<MeshFilter>();
if(meshFilter != null)
{
meshFilter.mesh = leMeshFilter.sharedMesh;
}
else
{
meshFilter = change.AddComponent<MeshFilter>();
meshFilter.mesh = leMeshFilter.sharedMesh;
}
}
}这个例子唯一不做的事情就是保存你的PlayerPreference。这是仅当您更改皮肤时才应该做的事情。因此,无论您在做什么,请保存首选项。
发布于 2019-05-11 17:58:38
未找到游戏对象"leMesh“。第一步是确保它确实被找到了。因此,让我们确保了解它的状态,以便对其进行调试:
if (PlayerPrefs.HasKey("meshName"))
{
Debug.Log("PlayerPrefs does have the key we are looking for and it is " + PlayerPrefs.GetString("meshName"));
/// This is redundant you just set objName to the string earlier
/// objName = PlayerPrefs.GetString("meshName");
if (objName == PlayerPrefs.GetString("meshName"))
{
leMesh = Resources.Load<GameObject>(@"Models\" + objName);
}
else
{
/// And here you do it again, constantly trying to get that string
/// In order to find the object, of course if the string doesnt exist
/// youll simply get an unassigned referenceException on this line:
/// change.GetComponent<MeshFilter>().mesh = leMesh.GetComponent<MeshFilter>().sharedMesh
objName = PlayerPrefs.GetString("meshName");
leMesh = Resources.Load<GameObject>(@"Models\" + objName);
}
}现在,如果你的控制台日志告诉你meshName返回了一个值,那么你访问的资源是错误的,在这种情况下,你试图从"Models“前面删除"@”。否则,就没有名为meshName的playerPrefs字符串。
https://stackoverflow.com/questions/56087012
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