首先渣翻一下官方解释与示例吧~
Object.DontDestroyOnLoad 加载时不销毁
public static void DontDestroyOnLoad(Object target);
Parameters 参数
target | An Object not destroyed on Scene change. |
---|---|
目标对象 | 目标对象是当场景变化的时候不会销毁的对象 |
Description 描述
Do not destroy the target Object when loading a new Scene.
加载场景的时候,不会销毁目标对象。
The load of a new Scene destroys all current Scene objects. Call Object.DontDestroyOnLoad to preserve an Object during level loading. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children.Object.DontDestroyOnLoad does not return a value.
在加载新场景的时候,所有当前场景内的对象都会被销毁掉。调用Object.DontDestroyOnLoad可以在新场景加载时保留一个目标对象。如果目标对象是一个组件或者是一个GameObject,Unity还会保留其所有的子物件。Object.DontDestroyOnLoad是一个void函数,不会有返回值。
To implement this example, create two new Scenes, named scene1
and scene2
. Open scene1
and add the SceneSwap.cs
script to an empty GameObject and name it Menu
. Next, add DontDestroy.cs
to a new GameObject and name it BackgroundMusic
. Add an AudioSource to BackgroundMusic
- Add Component > Audio > Audio Source
- and import an AudioClip into your Project. Assign the AudioClip to the AudioSource’s AudioClip field. Create a tag, call it music
, and add it to BackgroundMusic
. Switch to scene2
. Again add SceneSwap.cs
to a new GameObject and name it Menu
. Save the Project. Return to scene1
and run the Project from the Editor
.
1.我们创建两个新的场景来实现此示例,名为scene1和scene2。 打开scene1并将SceneSwap.cs脚本添加到一个空的GameObject并将其命名为Menu。
2.接下来,将DontDestroy.cs添加到新的GameObject中,并将其命名为BackgroundMusic。 将AudioSource添加到BackgroundMusic:Add Component > Audio > Audio Source,并导入一个AudioClip到项目中(可理解为声音文件)。 将声音文件分配到AudioSource的AudioClip字段。 创建一个tag,命名为Music,并将其添加到BackgroundMusic。
3.切换到场景2。 再次将SceneSwap.cs添加到新的GameObject并将其命名为Menu。 保存项目。 返回场景1并从编辑器中运行项目。
SceneSwap.cs
脚本:
using UnityEngine;
using UnityEngine.SceneManagement;
// Object.DontDestroyOnLoad example.
//
// Two scenes call each other. This happens when OnGUI button is clicked.
// scene1 will load scene2; scene2 will load scene1. Both scenes have
// the Menu GameObject with the SceneSwap.cs script attached.
//
// AudioSource plays an AudioClip as the game runs. This is on the
// BackgroundMusic GameObject which has a music tag. The audio
// starts in AudioSource.playOnAwake. The DontDestroy.cs script
// is attached to BackgroundMusic.
public class SceneSwap : MonoBehaviour
{
private void OnGUI()
{
int xCenter = (Screen.width / 2);
int yCenter = (Screen.height / 2);
int width = 400;
int height = 120;
GUIStyle fontSize = new GUIStyle(GUI.skin.GetStyle("button"));
fontSize.fontSize = 32;
Scene scene = SceneManager.GetActiveScene();
if (scene.name == "scene1")
{
// Show a button to allow scene2 to be switched to.
if (GUI.Button(new Rect(xCenter - width / 2, yCenter - height / 2, width, height), "Load second scene", fontSize))
{
SceneManager.LoadScene("scene2");
}
}
else
{
// Show a button to allow scene1 to be returned to.
if (GUI.Button(new Rect(xCenter - width / 2, yCenter - height / 2, width, height), "Return to first scene", fontSize))
{
SceneManager.LoadScene("scene1");
}
}
}
}
DontDestroy.cs
脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Object.DontDestroyOnLoad example.
//
// This script example manages the playing audio. The GameObject with the
// "music" tag is the BackgroundMusic GameObject. The AudioSource has the
// audio attached to the AudioClip.
public class DontDestroy : MonoBehaviour
{
void Awake()
{
GameObject[] objs = GameObject.FindGameObjectsWithTag("music");
if (objs.Length > 1)
{
Destroy(this.gameObject);
}
DontDestroyOnLoad(this.gameObject);
}
}
那么这段代码是什么意思呢?
就是在两个场景scene1
与scene2
各自设了两个按钮,点击各自的按钮就切换到下一个场景中。
游戏运行时,AudioSource会播放一个AudioClip。 这是因为具有music的tag的背景音乐GameObject(BackgroundMusic)里有播放组件。 由于DontDestroy.cs脚本附加到BackgroundMusic,所以切换场景的时候BackgroundMusic不会被清除,而是留到了下一个场景中。
那么这样又会带来一个问题,由scene2
重新回到scene1
的BackgroundMusic,会与新场景中的BackgroundMusic重复,随着多次切换,会有很多的BackgroundMusic出现。
上面的例子给的解决方案是利用具有music的tag的Gameobject数量,让其具有唯一性。
本文给出一种利用单例的方法,也可以满足唯一性。
为BackgroundMusic添加MusicController.cs
脚本
///
/// background music in game
///
public class MusicController : MonoBehaviour {
public static MusicController Music;
public AudioSource audiosource;
public AudioClip[] MusicClips;
void Awake()
{
if (Music == null)
{
DontDestroyOnLoad(gameObject);
Music = this;
}
else if (Music != this)
{
Destroy(gameObject);
}
这样切换场景时如果有重复的出现,作为static静态变量的类本身的单例,是一定存在的,这样就直接删掉了新场景中的BackgroundMusic。