我试图让我的播放器在点击时闪烁。我已经点击检测工作了。他目前变红了。我想知道如何实现闪烁。这是一个处理被击中的片段:
if(otherObject.CompareTag("Minion")) //hit by minion
{
if(hitFromTop(otherObject.gameObject)) //if player jumped on enemy
{
otherObject.GetComponent<Minion>().setMoving(false); //stop moving
playSound(KillEnemySound); //play killing enemy sound
jump();
Destroy(otherObject.gameObject); //kill minion
}
else //otherwise, enemy hit player
{
if(canTakeDamage)
{
changeColor(Color.red);
loseHealth(1); //lose health
canTakeDamage=false;
yield return new WaitForSeconds(1.5f); //delay taking damage repeatedly
changeColor(Color.white);
canTakeDamage=true;
}
//indicate lost health somehow
}
目前,通过yield return new WaitForSeconds(1.5f);
更改为红色是不变的(不闪烁)和临时的。我可以把几个这样的电话,它们之间的颜色变化,但我想知道是否有一个更整洁的方式。我不可能是第一个在游戏中制作闪光灯的人。
编辑:我已经添加了Heisenbug的Flash()代码,如下所示:
IEnumerator FlashPlayer(float time, float intervalTime)
{
canTakeDamage=false;
float elapsedTime = 0f;
int index = 0;
while(elapsedTime < time )
{
Debug.Log("Elapsed time = " + elapsedTime + " < time = " + time + " deltaTime " + Time.deltaTime);
mat.color = colors[index % 2];
elapsedTime += Time.deltaTime;
index++;
yield return new WaitForSeconds(intervalTime);
}
canTakeDamage=true;
}
在这里被称为:
void loseHealth(int damage)
{
//irrelevant details omitted for brevity
//the "if" checks if the player has run out of health, should not affect the else because this method is called from OnTriggerEnter...see below...
else
{
StartCoroutine(FlashPlayer (1.5f, 0.5f));
}
}
这里是调用THAT的地方(在OnTriggerEnter中):
if(otherObject.CompareTag("Minion")) //hit by minion
{
if(hitFromTop(otherObject.gameObject)) //if player jumped on enemy
{
//irrelevant to the problem
}
else //otherwise, enemy hit player
{
if(canTakeDamage)
{
loseHealth(1);
}
//indicate lost health somehow
}
}
现在的问题是Flash永远不会停止。它应该在elapsedTime达到1.5f时停止,正如我指定的那样,但因为它只是少量递增(在Time.deltaTime中),所以它在很长时间内都没有达到1.5f。有没有什么我遗漏的应该让它达到1.5f更快,或者是否有另一个我可以选择的数字,我可以准确地使用它作为停止点? elapsedTime的数字往往是:0,0.02,0.03693,0.054132等非常小,所以我无法从这里找到任何东西。
答案 0 :(得分:3)
以下代码可能就是您要找的内容。在time
intervalTime
更改其颜色的总量
using UnityEngine;
using System.Collections;
public class FlashingObject : MonoBehaviour {
private Material mat;
private Color[] colors = {Color.yellow, Color.red};
public void Awake()
{
mat = GetComponent<MeshRenderer>().material;
}
// Use this for initialization
void Start () {
StartCoroutine(Flash(5f, 0.05f));
}
IEnumerator Flash(float time, float intervalTime)
{
float elapsedTime = 0f;
int index = 0;
while(elapsedTime < time )
{
mat.color = colors[index % 2];
elapsedTime += Time.deltaTime;
index++;
yield return new WaitForSeconds(intervalTime);
}
}
}
答案 1 :(得分:-1)
上面的答案很棒,但它不会停止闪烁,因为浮点数要达到5f需要太长时间。
诀窍是将 Flash 函数中的第一个参数设置为更小的值,例如1f,而不是5f。获取此脚本,并将其附加到任何游戏对象。它将在黄色和红色之间闪烁约2.5秒,然后停止。
using UnityEngine;
using System.Collections;
public class FlashingObject : MonoBehaviour
{
private Material _mat;
private Color[] _colors = { Color.yellow, Color.red };
private float _flashSpeed = 0.1f;
private float _lengthOfTimeToFlash = 1f;
public void Awake()
{
this._mat = GetComponent<MeshRenderer>().material;
}
// Use this for initialization
void Start()
{
StartCoroutine(Flash(this._lengthOfTimeToFlash, this._flashSpeed));
}
IEnumerator Flash(float time, float intervalTime)
{
float elapsedTime = 0f;
int index = 0;
while (elapsedTime < time)
{
_mat.color = _colors[index % 2];
elapsedTime += Time.deltaTime;
index++;
yield return new WaitForSeconds(intervalTime);
}
}
}