我是Unity的新手,我只是创造了一个简单的星系射击游戏,我希望只有当玩家出现时才会产生敌人。所以我创建了一个检查playerExists
条件的协程,如果结果是true
,它应该进一步继续每5秒产生一次敌人。但由于某种原因,它只会产生一个敌人。我在这里错过了什么吗?
下面是我的SpawnManager,它控制了产卵行为。
public class SpawnManager : MonoBehaviour {
[SerializeField]
private GameObject _enemyShipPrefab;
[SerializeField]
private GameObject[] _powerUp;
UIManager _uimanager;
// Use this for initialization
void Start () {
_uimanager = GameObject.Find("Canvas").GetComponent<UIManager>();
StartCoroutine(SpawnPowerUps());
StartCoroutine(SpawnEnemy());
}
IEnumerator SpawnEnemy(){
while (_uimanager.playerExists == true)
{
Vector3 position = new Vector3(Random.Range(-8.23f, 8.23f), 5.7f, 0.0f);
Instantiate(_enemyShipPrefab, position, Quaternion.identity);
yield return new WaitForSeconds(5.0f);
}
}
}
下面是我的UIManager,我控制着播放器的存在。
public class UIManager : MonoBehaviour {
// Use this for initialization
public bool playerExists = false;
public int playerScores = 0;
public Sprite[] lives;
public Image playerLivesImagesToBeShown;
public Text playerScoreToBeShown;
public Image titleImage;
public GameObject playerPrefab;
void Start()
{
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space) && playerExists == false){
titleImage.gameObject.SetActive(false);
Instantiate(playerPrefab, new Vector3(0, 0, 0), Quaternion.identity);
playerScores = 0;
playerScoreToBeShown.text = "Score : 0";
playerExists = true;
}
}
public void updateLives(int livesToView ){
playerLivesImagesToBeShown.sprite = lives[livesToView];
if(livesToView == 0){
playerExists = false;
titleImage.gameObject.SetActive(true);
}
}
答案 0 :(得分:4)
在您的代码的第一个声音(以及所描述的问题)中,我会说,您的SpawnEnemy()
Coroutine会一直运行并在之后退出。
你必须将它锁定在某个循环中,如下所示:
IEnumerator SpawnEnemy ()
{
while (true) // Keep checking
{
if(_uimanager.playerExists == true)
{
Vector3 position = new Vector3(Random.Range(-8.23f, 8.23f), 5.7f, 0.0f);
Instantiate(_enemyShipPrefab, position, Quaternion.identity);
yield return new WaitForSeconds (5.0f); // After spawning waits 5secs
}
yield return null; // Starts loop with next frame.
}
}