记录一下在DontDestroyOnLoad后,反复来回跳转场景确保物体的唯一性,话不多说看代码
public class Manager : MonoBehaviour
{private static Manager Instance;public static Manager GetInstance(){return Instance;}private void Awake(){if (Instance == null){Instance = this;MaskCanvas = TraverseAllObjects("MaskCanvas").gameObject;Brake = TraverseAllObjects("BrakeCanvas").gameObject;DontDestroyOnLoad(gameObject);DontDestroyOnLoad(MaskCanvas);DontDestroyOnLoad(Brake);}else{if (Instance != this){Destroy(TraverseAllObjects("MaskCanvas").gameObject);Destroy(TraverseAllObjects("BrakeCanvas").gameObject);Destroy(gameObject);}}
} public static Transform TraverseAllObjects(string name){Transform s = null;try{// 获取场景中所有的根物体GameObject[] rootObjects = SceneManager.GetActiveScene().GetRootGameObjects();// 遍历所有根物体和它们的子物体foreach (GameObject rootObject in rootObjects){// print(rootObject);TraverseHierarchy(rootObject.transform, name, ref s);}return s;}catch (System.Exception e) { return s; }}private static void TraverseHierarchy(Transform parent, string name, ref Transform returnObj){try{if (parent.name == name){returnObj = parent;}}catch (System.Exception) { }// 遍历当前父物体下的所有子物体foreach (Transform child in parent){// 处理子物体,这里可以添加你的逻辑try{// print(child.name+" "+ name);if (child.name == name){returnObj = child;}}catch (System.Exception){TraverseHierarchy(child, name, ref returnObj);}// 递归调用遍历子物体的子物体TraverseHierarchy(child, name, ref returnObj);}}
}
上面代码中不仅保留了物体的唯一性,还加入了一个查找Hierarchy面板物体的功能,查找范围在主场景中。