这两个脚本使用time.timeScale。当我们用完时间时,一个使用它来停止游戏,而当按下逃脱时,另一个使用它来暂停游戏。除Time.timeScale外,GameControlScript运行完美。 Gameover GUI显示但游戏仍然在GUI后面继续。
//This script is for game mechanics, this script controls point system, gameover, score, total time in the game
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameControlScript : MonoBehaviour {
// public GUISkin skin;
float timeRemaining = 10; //time left at start of game
float timeExtension = 3f; //time added after powerup is collected
float timeDeduction = 2f; //time deducted after obsticle is hit
float totalTimeElapsed = 0; //time you last in game
float score=0f; //player's score
public bool isGameOver = false; //flag to check if game is over
public AudioSource GameOverSound; //sound play at the end game
public Text ScoreBoard;
public Text FinalScore;
public Text GameTimeLeft;
public GameObject GameOverPanel;
void Start(){
Time.timeScale = 1; // set the time scale to 1, to start the game world. This is needed if you restart the game from the game over menu
}
void Update () {
if(isGameOver) //check if game is over
return; //if game is not over don't do anything (it sends control to Update and doesn't let it excute code down there)
totalTimeElapsed += Time.deltaTime; //adding amount of time passed in totalTimeElapsed variable
score = totalTimeElapsed * 100; //multipling totalTimeElapsed with 100 to create score of player
timeRemaining -= Time.deltaTime; //subtracting passing time from timeRemaining
GameTimeLeft.text = "TIME LEFT: " + ((int)timeRemaining).ToString ();
ScoreBoard.text = "SCORE: " + ((int)score).ToString ();
if (timeRemaining <= 0) { //check if timeRemaining is less or equal to zero
Time.timeScale = 0;
GameOverPanel.SetActive (true);
FinalScore.text = "YOUR SCORE: " + ((int)score).ToString ();
isGameOver = true; //if it is less or equal to zero game is over
GameOverSound.Play (); //play gameover sound
}//end if
}//end Update
这是暂停脚本:
//This Script pause the game when escape is pressed
using UnityEngine;
using System.Collections;
public class PauseMenuScript : MonoBehaviour
{
public GUISkin myskin; //custom GUIskin reference
public string levelToLoad;// name of level to load
public bool paused = false; //flag to check if the game is paused
public AudioSource MenuClickSound;
private void Start()
{
Time.timeScale=1; //Set the timeScale back to 1 for Restart option to work
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape) ) //check if Escape key/Back key is pressed
{
if (paused)
paused = false; //unpause the game if already
else
paused = true; //pause the game if not paused
}
if(paused)
Time.timeScale = 0; //set the timeScale to 0 so that all the procedings are halte
else
Time.timeScale = 1; //set it back to 1 on unpausing the game
}
private void OnGUI()
{
GUI.skin=myskin; //use the custom GUISkin
if (paused){
//Shows text PAUSED when game is paused
GUI.Box(new Rect(Screen.width/4, Screen.height/4, Screen.width/2, Screen.height/2), "PAUSED");
//Draws button Resume and resume game when it is pressed
if (GUI.Button(new Rect(Screen.width/4+10, Screen.height/4+Screen.height/10+10, Screen.width/2-20, Screen.height/10), "RESUME")){
MenuClickSound.Play ();
paused = false;
}
//Draws button Restart and restart game when it is pressed
if (GUI.Button(new Rect(Screen.width/4+10, Screen.height/4+2*Screen.height/10+10, Screen.width/2-20, Screen.height/10), "RESTART")){
MenuClickSound.Play ();
Application.LoadLevel(Application.loadedLevel); // load already loaded level
}
//Draws button Main Menu and takes user to main menu when it is pressed
if (GUI.Button(new Rect(Screen.width/4+10, Screen.height/4+3*Screen.height/10+10, Screen.width/2-20, Screen.height/10), "MAIN MENU")){
MenuClickSound.Play ();
Application.LoadLevel(levelToLoad); // name of the scene which has to be load in order to go to main menu
}
}
}
}
答案 0 :(得分:2)
这是导致问题的暂停脚本。 当您的游戏正在运行时,暂停设置为false,因此它会在更新时将时间刻度重置为1,因此当调用游戏时,暂停仍然是假的。
答案 1 :(得分:1)
Time.timeScale
效果很好。
Unity,虚幻或其他游戏引擎(程序,应用程序)没有一些&#34;暂停&#34;如你想象的。要冻结GUI后面的某些对象,必须将(例如)moveSpeed乘以deltaTime。
示例:
public class CharacterController:MonoBehaviour{
public float moveSpeed = 3.5f;
void Update(){
transform.position += Vector3.Right * moveSpeed * Time.deltaTime;
}
}
当Time.timeScale = 0;
然后Time.deltaTime
将返回0并且您的对象将被&#34;冻结&#34;。
答案 2 :(得分:0)
一旦将时间刻度设置为0,对时间deltaTime的所有后续调用都将返回零(因此timeRemaining不会更改)。请尝试使用Time.unscaledDeltaTime