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下面的腳本被添加到空的遊戲對象WeaponGroup
,可以使用編輯器填充該空白遊戲對象。我做了一個新的遊戲對象WeaponGroups
,它應該有一個腳本SetupWeaponGroupsScript
。我如何傳輸下面的屬性,以便每個WeaponGroup
(SetupWeaponGroupsScript
將有一個WeaponGroup
對象的數組)以類似於以下所做的方式進行設置,以便我將SetupWeaponsScript
屬性隱藏給檢查員並通過SetupWeaponGroupsScript
填充它們?如何通過給定層級中的檢查員訪問預製陣列
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;
}
}
}
圖形,我想在編輯器中的以下分級來一個新的腳本SetupWeaponGroupsScript
: