I know that with continue you can skip certain parts of scripts, but is there a way to do the same thing with an array? I want that every object is stored in an array, but not the object(which also has the same tag) which wears this script.
var enemies : GameObject[];
function Start(){
seeEnemies();
}
function seeEnemies():GameObject{
enemies = GameObject.FindGameObjectsWithTag("enemy");
}
Example:
Enemy 1 has an array which has Enemy 2,3,4. Enemy 2 has an开发者_StackOverflow中文版 array which has Enemy 1,3,4. Enemy 3 has an array which has Enemy 1,2,4. Enemy 4 has an array which has Enemy 1,2,3.Probably skipping the add
is more expensive than simply adding all, and removing the object afterwards.
You could also work with indirection: each object 'knows' it's index in the array. When iterating the array, you skip 'your own' index:
var what_to_do = function( index, element ) {
// do stuff with element
}
// handle all elements _before_ this
var i = 0;
for( ; i != this.index && i != elements.length; ++i ) {
what_to_do( i, elements[i] );
}
++i; // skip this one
for( ; i < elements.length; ++i ) {
what_to_do( i, elements[i] );
}
The 'do stuff' may be encapsulated in an anonymous function, in order not to have to repeat yourself.
-- EDIT --
Hmmm... and you may even factor out the 'skip' function:
function skip_ith( elements, thisindex, f ) {
var i = 0;
for( ; i != thisindex && i != elements.length; ++i ) {
f( i, elements[i] );
}
++i;
for( ; i < elements.length; ++i ) { // note: < because i may be length+1 here
f( i, elements[i] );
}
}
Application:
for( var i = 0; i != elements.length; ++i ) {
skip_ith( elements, i, function( index, element ) {
// do stuff with element
} );
}
public class s_foo : MonoBehaviour {
public GameObject[] OrbitingSatellites = new GameObject[7];
public GameObject orbital1; // drag-dropped "small explosion" in Editor.
void Start() {
OrbitingSatellites[0] = orbital1;
Debug.Log("os = " + OrbitingSatellites[0].name); // prints "small explosion"
}
}
This is a correct method for adding game objects to a gameobject array, my problems lie elsewhere.
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