我有一系列游戏对象,它们是灯光,我试图随着时间的推移增加和减小点光源的范围大小,问题是灯光有时并不会随着时间的推移而减少,它们只是立即达到范围0。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour
{
public GameObject[] stars;
private void Start()
{
StartCoroutine(ChooseStar());
}
public void PlayGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
public void QuitGame()
{
Application.Quit();
}
IEnumerator IncreaseRadius(GameObject star, float duration)
{
Debug.Log("Increasing: "+star.name + " radius: " + star.GetComponent<Light>().range);
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
star.GetComponent<Light>().range = counter;
yield return null;
}
StartCoroutine(DecreaseRadius(star));
}
IEnumerator DecreaseRadius(GameObject star)
{
Debug.Log("Decreasing: "+star.name+" radius: "+ star.GetComponent<Light>().range);
float counter = star.GetComponent<Light>().range;
while (star.GetComponent<Light>().range >= 0f)
{
counter -= Time.deltaTime;
star.GetComponent<Light>().range = counter;
yield return null;
}
star.GetComponent<Light>().range = 0f;
}
IEnumerator ChooseStar()
{
float duration = Random.Range(3, 8);
float waitTime = 2f;
GameObject choosenStar = stars[Random.Range(0, stars.Length)];
if (choosenStar.GetComponent<Light>().range <= 0f)
{
StartCoroutine(IncreaseRadius(stars[Random.Range(0, stars.Length)], duration));
}
else
{
waitTime = 0f;
}
yield return new WaitForSeconds(waitTime);
StartCoroutine(ChooseStar());
}
}
预期结果应为以下顺序:
1-从游戏对象数组中选择随机星星 2-检查是否已增加恒星范围,如果是,则再次开始搜索新星,如果否开始增加。 3-指示灯开始增加直到持续时间,然后调用减少功能 4-星开始减少,当功能超过它时,将范围重置为0
答案 0 :(得分:2)
一般来说,要回答这个问题:您只需输入
while (true)
{
...
yield return ...
}
围绕您的代码。只要您yield
在其中某处对协程完全有效。
我的猜测是,您会获得并发的协同程序,因为您不必等待IncreaseRadius
完成之后再选择下一个随机星...这可能与之前相同。
if (chosenStar.range <= 0f)
{
StartCoroutine(IncreaseRadius(stars[Random.Range(0, stars.Length)], duration));
}
else
{
waitTime = 0f;
}
您也可以在此处再次执行“ Random.Range”,尽管您之前已经选择了另一颗星,这是故意的吗?
通常首先使用而不是一遍又一遍地使用GetComponent<Light>
而不是简单地
public Light[] stars;
以与以前相同的方式引用对象,但是现在您直接处理Light
引用,而不是GameObject
。
那你知道
float duration = Random.Range(3, 8);
实际上返回int
和3
之间的随机完整7
值。如果您想同时在float
和3
之间设置8
值,则还应包括例如3.253453f
,那么您宁可使用
var duration = Random.Range(3.0f, 8.0f);
作为一种简单的替代方法,您始终只能一次设置一颗星星的动画。您可以通过另外yield return
IEnumerator
个来实现。这使另一个IEnumerator
执行并同时等待它完成。像
public Light[] stars;
private void Start()
{
StartCoroutine(ChooseStar());
}
private IEnumerator IncreaseRadius(Light star, float duration)
{
Debug.Log("Increasing: " + star.name + " radius: " + star.range);
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
star.range = counter;
yield return null;
}
// again do the decreasing and at the same time wait for it to finish
yield return DecreaseRadius(star);
}
private static IEnumerator DecreaseRadius(Light star)
{
Debug.Log("Decreasing: " + star.name + " radius: " + star.range);
var counter = star.range;
while (star.range >= 0f)
{
counter -= Time.deltaTime;
star.range = counter;
yield return null;
}
star.range = 0f;
}
IEnumerator ChooseStar()
{
// Looks scary but is totally fine in Coroutines as long as you yield somewhere
// instead of starting a new Coroutine simple continue the one you already have
while (true)
{
var duration = Random.Range(3.0f, 8.0f);
var choosenStar = stars[Random.Range(0, stars.Length)];
// This starts the Increase routine on that star
// and at the same time waits for it to finish!
//
// since we also wait until DecreaseRadius is done this means
// at any time only exactly 1 star is animated at the same time
yield return IncreaseRadius(choosenStar, duration);
}
}
或者,您看起来像想要,以允许对星星进行并行动画处理,我只过滤掉可用星星列表(当前未动画的星星)以获取随机范围。像
public Light[] stars;
// Use a list for dynamically adding and removing items
private List<Light> availableStars = new List<Light>();
private void Start()
{
// initialize the available list
// copy the references from stars
availableStars.AddRange(stars);
StartCoroutine(ChooseStar());
}
private IEnumerator IncreaseRadius(Light star, float duration)
{
Debug.Log("Increasing: " + star.name + " radius: " + star.range);
// As soon as you start animating this star
// remove it from the list of availables
availableStars.Remove(star);
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
star.range = counter;
yield return null;
}
// Decreasing and at the same time wait for it to finish
yield return DecreaseRadius(star);
// when finished add the star again to the availables
availableStars.Add(star);
}
private static IEnumerator DecreaseRadius(Light star)
{
Debug.Log("Decreasing: " + star.name + " radius: " + star.range);
var counter = star.range;
while (star.range >= 0f)
{
counter -= Time.deltaTime;
star.range = counter;
yield return null;
}
star.range = 0f;
}
IEnumerator ChooseStar()
{
// Looks scary but is totally fine in Coroutines as long as you yield somewhere
while (true)
{
var duration = Random.Range(3.0f, 8.0f);
// in case that currently all stars are being animated
// simply wait until the next one becomes available again
yield return new WaitUntil(() => availableStars.Count > 0);
// Pick a random star from the availables instead
var chosenStar = availableStars[Random.Range(0, availableStars.Count)];
// this check becomes then actually redundant
//if (chosenStar.range <= 0f)
//{
StartCoroutine(IncreaseRadius(chosenStar, duration));
yield return new WaitForSeconds(2f);
//}
}
}