申し訳ありませんが、正しく動作していない「ミニゲーム」があります。 基本的に、私のClickedStartButton()は半分しか働いていません。 私がプレイを押して、ヒットスタートすると、すべてが完璧に機能します。 しかし、シーンを変更した後、メインメニューに戻り、ヒットしたプレイが停止します。全く何も起こらない。シーンが再読み込みされるために、このコードのどの部分がこの問題を引き起こすのか分かりません。私は、isRolling = trueであるため、ClickedStartButton()が呼び出されていることを知っています。が呼び出されます。しかし、それはシーンのリロード後に関数から呼び出される唯一のものであるかのように見えます。なぜなら、私のコインの代わりに何もスクロールされないからです。シーンチェンジ後にUnity3D機能が機能しなくなる
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class chestScript : MonoBehaviour {
public float msToWait = 10800000.0f; // Wait time for Chest.
private const float ROLL_OFFSET = 650.0f;
public GameObject chestTimer;
private Button chestButton;
public Button startButton;
private Text chestTimerTxt;
public GameObject chestTimerBg;
private ulong lastChestOpen;
public GameObject newGift;
public Text coinTxt;
public Transform RollContainer;
private Transform[] rolls;
public GameObject rewardPanels;
private int coinAmt;
private bool isInitialized;
private bool isRolling;
private float transition;
private string giftName;
private int playerCoins;
private void Start()
{
isRolling = false;
InitializeGiftbox();
}
private void InitializeGiftbox()
{
rewardPanels.SetActive (false);
coinAmt = 0;
chestButton = GetComponent<Button>();
lastChestOpen = ulong.Parse(PlayerPrefs.GetString ("LastChestOpen"));
chestTimerTxt = GetComponentInChildren<Text>();
rewardPanels.SetActive (false);
if (!IsChestReady()) {
startButton.interactable = false;
chestButton.interactable = false;
newGift.SetActive (false);
chestTimerBg.SetActive (true);
chestTimer.SetActive (true);
}
rolls = new Transform[RollContainer.childCount];
for (int i = 0; i < RollContainer.childCount; i++)
rolls [i] = RollContainer.GetChild (i);
isInitialized = true;
}
private void Update()
{
if (!chestButton.IsInteractable())
{
if (IsChestReady()) {
chestButton.interactable = true;
startButton.interactable = true;
chestTimer.SetActive (false);
chestTimerBg.SetActive (false);
newGift.SetActive (true);
return;
}
//Set Timer in h:m:s format
ulong diff = ((ulong)DateTime.Now.Ticks - lastChestOpen);
ulong m = diff/TimeSpan.TicksPerMillisecond;
float secondsLeft = (float)(msToWait - m)/1000.0f;
string r = " ";
//Hours
r += ((int)secondsLeft/3600).ToString("00") + " : ";
secondsLeft -= ((int)secondsLeft/3600) * 3600;
//Minutes
r += ((int)secondsLeft/60).ToString("00") + " : ";
//Seconds
r += ((int)secondsLeft % 60).ToString("00");
chestTimerTxt.text = r;
}
if (isRolling)
{
Vector3 end = (-Vector3.right * ROLL_OFFSET) * (rolls.Length - 1);
RollContainer.transform.localPosition = Vector3.Lerp (Vector3.right * ROLL_OFFSET, end, transition);
transition += Time.deltaTime/5.0f;
if (transition > 1)
{
isRolling = false;
playerCoins = PlayerPrefs.GetInt ("coinAmount");
chestButton.interactable = false;
startButton.interactable = false;
chestTimer.SetActive (true);
chestTimerBg.SetActive (true);
newGift.SetActive (false);
switch (giftName)
{
case "15Gold":
playerCoins += 15;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "5Gold":
playerCoins += 5;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "10Gold":
playerCoins += 10;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "1000Gold":
playerCoins += 1000;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "100Gold":
playerCoins += 100;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
case "40Gold":
playerCoins += 40;
PlayerPrefs.SetInt ("coinAmount", playerCoins);
coinTxt.text = playerCoins.ToString();
break;
default:
case "Nothing":
Debug.Log ("Nothing happened");
break;
}
PlayerPrefs.Save();
}
}
}
public void ChestClick()
{
rewardPanels.SetActive (true);
}
private bool IsChestReady()
{
ulong diff = ((ulong)DateTime.Now.Ticks - lastChestOpen);
ulong m = diff/TimeSpan.TicksPerMillisecond;
float secondsLeft = (float)(msToWait - m)/1000.0f;
if (secondsLeft < 0) {
startButton.interactable = true;
chestButton.interactable = true;
chestTimer.SetActive (false);
chestTimer.SetActive (false);
newGift.SetActive (true);
return true;
}
return false;
}
public void ClickedStartButton()
{
lastChestOpen = (ulong)DateTime.Now.Ticks;
PlayerPrefs.SetString ("LastChestOpen", lastChestOpen.ToString());
transition = 0;
float offset = 0.0f;
List<int> indexes = new List<int>();
for (int i = 0; i < rolls.Length; i++)
indexes.Add (i);
for (int i = 0; i < rolls.Length; i++) {
int index = indexes [UnityEngine.Random.Range (0, indexes.Count)];
indexes.Remove (index);
rolls [index].transform.localPosition = Vector3.right * offset;
offset += ROLL_OFFSET;
giftName = rolls [index].name;
}
isRolling = true;
}
public void ClickedCloseButton()
{
rewardPanels.SetActive (false);
}
}
['DontDestroyOnLoad(Object)'](https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html)... –