using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class HoldToolsCheck : MonoBehaviour { public List 持有工具 = new List(); public int 工具选择得分 = 0; public bool 已得分 ; public GameObject[] 只在工具间激活; public GameObject[] 只在主场景激活; public GameObject 工具面板; public bool first = true; //[SerializeField] public static HoldToolsCheck Instance { get; set; }//单例 private string scenename_old; private string scenename_new; private void Awake() { if (Instance != null) { Destroy(gameObject); } else { Instance = this; DontDestroyOnLoad(this); } } // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { scenename_old = SceneManager.GetActiveScene().name; if (scenename_old != scenename_new) { if (SceneManager.GetActiveScene().name == "工具间场景") { for (int i = 0; i < 只在工具间激活.Length; i++) { 只在工具间激活[i].gameObject.SetActive(true); } for (int i = 0; i < 只在主场景激活.Length; i++) { 只在主场景激活[i].gameObject.SetActive(false); } } else { for (int i = 0; i < 只在主场景激活.Length; i++) { 只在主场景激活[i].gameObject.SetActive(true); } for (int i = 0; i < 只在工具间激活.Length; i++) { 只在工具间激活[i].gameObject.SetActive(false); } } } scenename_new = SceneManager.GetActiveScene().name; } public void Scenload(string scenename) { SceneManager.LoadScene(scenename); if (GameObject.Find("GameManager_Tools")) { GameObject.Find("GameManager_Tools").GetComponent().fenshu_check(); } } }