如何在Unity JavaScript中使用自定义索引声明数组?

时间:2021-08-11 21:29:29

I'm looking for a way to store variables of same type in an array, and access them by their names. Like in PHP you do:

我正在寻找一种方法来在数组中存储相同类型的变量,并通过它们的名称访问它们。就像在PHP中一样:

$array = array();
$array['first member']=$var1;
$array['another member']=$var2;
// so on

I want to do a similar thing in Unity3D's JavaScript. I have AudioClip variables, currently used like this:

我想在Unity3D的JavaScript中做类似的事情。我有AudioClip变量,目前使用如下:

#pragma strict

var Audio_Goal:AudioClip;
var Audio_Miss:AudioClip;
var Audio_Saved:AudioClip;


function PlaySound_Goal()
{   
    audio.PlayOneShot(Audio_Goal);  
}

function PlaySound_Miss()
{   
    audio.PlayOneShot(Audio_Miss);  
}

of course this requires one function per audioclip, which is ugly.

当然,这需要每个audioclip一个功能,这是丑陋的。

I want to do it like this:

我想这样做:

function PlayAudio(audioname:String)
{
    audio.PlayOneShot(AudioArray[audioname]);
}

How can I do this?

我怎样才能做到这一点?

3 个解决方案

#1


4  

You need to use something like a dictionary:

你需要使用类似字典的东西:

#pragma strict
import System.Collections.Generic;
var AudioArray = new Dictionary.<string,AudioClip >();

// add to dict
AudioArray["one"] = AudioClip.Create(/**/); //see AudioClip.Create(...) for arguments

// play from dict
audio.clip = AudioArray["one"];
audio.Play();

#2


0  

You can do something like:

你可以这样做:

var myAudioClips: AudioClip[];

function Start() {
    // Your stuff...
}

function PlayAudio(audioname:String)
{
    for (var myClip in myAudioClips) {
        if (audioname.Equals(myClip.name)) {
            audio.PlayOneShot(myClip);  
        }
    }

}

And then add all of your clips in the array by dragging them using the editor.

然后使用编辑器拖动它们,将所有剪辑添加到数组中。

#3


0  

You should be able to use Enumerable.Zip>, but because it's not available in UnityScript, I think this is the best you can do:

您应该能够使用Enumerable.Zip>,但由于它在UnityScript中不可用,我认为这是您可以做的最好的:

var names : List.<String>;
var clips : List.<AudioClip>;

var keyFunc = function(kvp : KeyValuePair.<String, AudioClip>) kvp.Key;
var valueFunc = function(kvp : KeyValuePair.<String, AudioClip>) kvp.Value;
var dictionary = names.Select( 
    function(name, index) new KeyValuePair.<String, AudioClip>(name, clips[index]) 
).ToDictionary(keyFunc, valueFunc);

I don't know why you need to store the Funcs. This code compiles, but won't run:

我不知道为什么你需要存储Funcs。此代码编译,但不会运行:

var dictionary = names.Select( 
        function(name, index) new KeyValuePair.<String, AudioClip>(name, clips[index]) 
    ).ToDictionary(function(kvp) kvp.Key, function(kvp) kvp.Value);

Report it as a bug if you want. I don't want to, because I don't think the devs need to waste any more time on this language.

如果您愿意,请将其报告为错误。我不想,因为我认为开发者不再需要浪费这种语言。

#1


4  

You need to use something like a dictionary:

你需要使用类似字典的东西:

#pragma strict
import System.Collections.Generic;
var AudioArray = new Dictionary.<string,AudioClip >();

// add to dict
AudioArray["one"] = AudioClip.Create(/**/); //see AudioClip.Create(...) for arguments

// play from dict
audio.clip = AudioArray["one"];
audio.Play();

#2


0  

You can do something like:

你可以这样做:

var myAudioClips: AudioClip[];

function Start() {
    // Your stuff...
}

function PlayAudio(audioname:String)
{
    for (var myClip in myAudioClips) {
        if (audioname.Equals(myClip.name)) {
            audio.PlayOneShot(myClip);  
        }
    }

}

And then add all of your clips in the array by dragging them using the editor.

然后使用编辑器拖动它们,将所有剪辑添加到数组中。

#3


0  

You should be able to use Enumerable.Zip>, but because it's not available in UnityScript, I think this is the best you can do:

您应该能够使用Enumerable.Zip>,但由于它在UnityScript中不可用,我认为这是您可以做的最好的:

var names : List.<String>;
var clips : List.<AudioClip>;

var keyFunc = function(kvp : KeyValuePair.<String, AudioClip>) kvp.Key;
var valueFunc = function(kvp : KeyValuePair.<String, AudioClip>) kvp.Value;
var dictionary = names.Select( 
    function(name, index) new KeyValuePair.<String, AudioClip>(name, clips[index]) 
).ToDictionary(keyFunc, valueFunc);

I don't know why you need to store the Funcs. This code compiles, but won't run:

我不知道为什么你需要存储Funcs。此代码编译,但不会运行:

var dictionary = names.Select( 
        function(name, index) new KeyValuePair.<String, AudioClip>(name, clips[index]) 
    ).ToDictionary(function(kvp) kvp.Key, function(kvp) kvp.Value);

Report it as a bug if you want. I don't want to, because I don't think the devs need to waste any more time on this language.

如果您愿意,请将其报告为错误。我不想,因为我认为开发者不再需要浪费这种语言。