String startPath = "D:\\psc\\start.bat"; Runtime.getRuntime().exec("cmd.exe /c start " + startPath); Java修改为执行run_psc_monitor.vbs脚本
时间: 2024-10-08 20:22:47 浏览: 36
在Java中,如果你想通过`Runtime.getRuntime().exec()`方法执行一个名为`run_psc_monitor.vbs`的VBScript脚本,你需要将命令调整为匹配VBScript的启动语法。VBS文件通常用于Windows批处理,可以这样修改:
```java
String vbsStartPath = "D:\\psc\\run_psc_monitor.vbs";
Runtime.getRuntime().exec("cscript //nologo " + vbsStartPath);
```
这里使用`cscript`命令来执行VBScript脚本,并加上`//nologo`选项来隐藏命令行窗口(如果不希望看到命令行)。如果`run_psc_monitor.vbs`依赖于特定的参数,你可以将其传递到`vbsStartPath`变量之前,例如:
```java
String scriptArgs = "arg1 arg2"; // 根据实际需要替换参数
String vbsCommand = "cscript //nologo " + vbsStartPath + " " + scriptArgs;
Runtime.getRuntime().exec(vbsCommand);
```
相关问题
There are no graphs in the scene UnityEngine.Debug:LogError (object) AstarPath:StartPath (Pathfinding.Path,bool) (at Assets/AstarPathfindingProject/Core/AstarPath.cs:1952) Pathfinding.Seeker:StartPathInternal (Pathfinding.Path,Pathfinding.OnPathDelegate) (at Assets/AstarPathfindingProject/Core/AI/Seeker.cs:469) Pathfinding.Seeker:StartPath (Pathfinding.Path,Pathfinding.OnPathDelegate) (at Assets/AstarPathfindingProject/Core/AI/Seeker.cs:419) Pathfinding.Seeker:StartPath (UnityEngine.Vector3,UnityEngine.Vector3,Pathfinding.OnPathDelegate) (at Assets/AstarPathfindingProject/Core/AI/Seeker.cs:382) Pathfinding.Seeker:StartPath (UnityEngine.Vector3,UnityEngine.Vector3) (at Assets/AstarPathfindingProject/Core/AI/Seeker.cs:369) PathGetter:BeginFindPath (UnityEngine.Vector3) (at Assets/Scripts/PathGetter.cs:54) PathGetter:OnButton2Clicked () (at Assets/Scripts/PathGetter.cs:43) UnityEngine.EventSystems.EventSystem:Update () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:514)
It looks like there is an error in the Unity engine related to pathfinding. The error message suggests that there are no graphs in the scene, which might be causing the issue. It seems to be a problem with the A* Pathfinding Project plugin. You can try checking if the necessary graphs are properly set up in your scene, and make sure that the A* Pathfinding component is attached to the correct GameObject. Additionally, you can check the A* Pathfinding Project documentation or seek help from the plugin's support community for further assistance in resolving this error.
A* Pathfinding Project插件中写一个脚本: 需求:1.获取当前位置到达终点路径数据,并添加终点vector3到路径数组得的最后位置,根据这个路径数组在场景中渲染出一条导航路径 2.每1秒后重新获取当前位置到达终点路径数据,并添加终点vector3到路径数组得的最后位置,根据这个路径数组在场景中渲染出一条导航路径 3.对上面步骤优化处理,对于上面两步中的路径重合部分不做处理,非重合部分删除
以下是一个简单的实现:
```csharp
using UnityEngine;
using System.Collections.Generic;
public class NavigationController : MonoBehaviour
{
public Transform startPoint; // 起点
public Transform endPoint; // 终点
public float updateInterval = 1f; // 更新间隔
private List<Vector3> path; // 路径数组
private AstarPathfindingProject.Pathfinding.Seeker seeker; // A* 寻路组件
private AstarPathfindingProject.Pathfinding.Path pathData; // 路径数据
private float updateTime; // 上次更新时间
void Start()
{
seeker = GetComponent<AstarPathfindingProject.Pathfinding.Seeker>();
pathData = new AstarPathfindingProject.Pathfinding.Path();
path = new List<Vector3>();
UpdatePath();
}
void Update()
{
// 检查是否需要更新路径
if (Time.time - updateTime > updateInterval) {
UpdatePath();
}
// 渲染导航路径
for (int i = 1; i < path.Count; i++) {
Debug.DrawLine(path[i-1], path[i], Color.blue);
}
}
void UpdatePath()
{
// 重新计算路径
pathData.Clear();
seeker.StartPath(startPoint.position, endPoint.position, OnPathComplete);
updateTime = Time.time;
}
void OnPathComplete(AstarPathfindingProject.Pathfinding.Path p)
{
if (!p.error) {
// 添加终点到路径数组
path.AddRange(p.vectorPath);
path.Add(endPoint.position);
// 去重处理
int i = 1;
while (i < path.Count) {
if (path[i] == path[i-1]) {
path.RemoveAt(i);
} else {
i++;
}
}
}
}
}
```
该脚本需要挂在场景中的某个物体上,并且需要安装 A* Pathfinding Project 插件。
在 `Start` 方法中,我们获取了 A* 寻路组件和路径数组,并调用了 `UpdatePath` 方法来进行一次路径计算。
在 `Update` 方法中,我们检查是否需要更新路径,并使用 `Debug.DrawLine` 方法来渲染导航路径。
在 `UpdatePath` 方法中,我们重新计算路径,并在计算完成后将终点添加到路径数组的最后一个位置。接着,我们对路径数组进行去重处理,删除重复的点。
需要注意的是,该脚本中的路径渲染方式仅适用于调试场景,实际使用时需要使用更合适的方式来渲染导航路径。
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