所以我的游戏对象上带有GameState组件,而我的游戏对象上带有SceneContext,GameInstaller组件。 GameInstaller具有GameState的字段,我也已将GameInstaller引用给monoinstallers。当我从预制实例化玩家游戏对象时-在[[GameState字段上具有[Inject]属性,并尝试使用GameState组件访问场景中的真实游戏对象-我得到的是空引用。
就是我的binding,也是我的injecting(这是我的敌人/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);
}
与gameState.OnGameLost一致-我有一个空引用。我在基类中注入的[[GameState是从monobeh派生的。
这就是我如何使用播放器/敌人脚本实例化预制件的方法>>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));
}
}
}
}
因此,我的游戏对象上带有GameState组件,我的游戏对象上带有SceneContext和GameInstaller组件。 GameInstaller具有GameState的字段,我也将GameInstaller引用到...