Unity (C#): How do I call a List<int> from a different Scene?

浪尽此生 提交于 2020-01-07 08:10:15

问题


Unity (C#): How do I call a List from a different Scene? I get nullReferenceException bc in the current scene, it has no variables set to it. But in the previous Scene it had the correct values and variables that I wanted. (note: the 2 scenes are different but I want to use the score as a shared value between Scenes).

Otherwise, do you have an alternative to retrieving the "frameTexts[9].text" position?

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


public class ScoreDisplay : MonoBehaviour
{

    public Text[] rollTexts, frameTexts;
    static string output;

    public void FillRolls(List<int> rolls)
    {
        string scoreString = FormatRolls(rolls);
        for (int i = 0; i < scoreString.Length; i++)
        {
            rollTexts[i].text = scoreString[i].ToString();

        }
    }

    public void Fillframes(List<int> frames)
    {
        for (int i = 0; i < frames.Count; i++)
        {
            frameTexts[i].text = frames[i].ToString();
            Debug.Log(frameTexts[i].text + " frames");
        }
    }

    public static string FormatRolls(List<int> rolls)
    {
      //  ScoreDisplay scoreDisplay = new ScoreDisplay();
        output = "";

        for (int i = 0; i < rolls.Count; i++)
        {
            int box = output.Length + 1;                            // Score box 1 to 21 

            if (rolls[i] == 0)
            {                                   // Always enter 0 as -
                output += "-";
            }
            else if ((box % 2 == 0 || box == 21) && rolls[i - 1] + rolls[i] == 10)
            {   // SPARE anywhere
                output += "/";
            }
            else if (box >= 19 && rolls[i] == 10)
            {               // STRIKE in frame 10
                output += "X";
            }
            else if (rolls[i] == 10)
            {                           // STRIKE in frame 1-9
                output += "X ";
            }
            else
            {
                output += rolls[i].ToString();                      // Normal 1-9 bowl
            }

        }
        return output;
    }
    public string DisplayFinalScore()
    {
        string FinalScore = "Congrats on scoring: " + frameTexts[9].text;
        return FinalScore;
    }

} 

回答1:


I think your request depend on what you wanna do in your project. But i can recommend some few solutions:

  • Singleton (unitygeek - gist)
  • Save your scores in external file
  • PlayerPref

If you wanna keep the scores entire the whole game, i think singleton will be nice !!




回答2:


Use DontDestroyOnLoad in the script for the object that contains the variables you want to retain from one scene to another.




回答3:


You can use DontDestroyOnLoad(transform.gameObject);so that the gameobject will be active in your next scene or use PlayerPrefs to save the data and load in the next scene. Both shall work!



来源:https://stackoverflow.com/questions/44320987/unity-c-how-do-i-call-a-listint-from-a-different-scene

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