yield waitforseconds()无效

时间:2013-04-29 12:06:31

标签: unity3d yield unityscript

我在播放器对象中有以下代码:

function Start () 
{
    GUI = GameObject.FindWithTag("GUI").GetComponent(InGameGUI);
}

function OnCollisionEnter(hitInfo : Collision)
{
    if(hitInfo.relativeVelocity.magnitude >= 2) //if we hit it too hard, explode!
    { 
        Explode();
    }
}

function Explode() //Drop in a random explosion effect, and destroy ship
{
    var randomNumber : int = Random.Range(0,shipExplosions.length);
    Instantiate(shipExplosions[randomNumber], transform.position, transform.rotation);
    Destroy(gameObject);

    GUI.Lose();
}

我的GUI.Lose()函数如下所示:

function Lose()
{
    print("before yield");
    yield WaitForSeconds(3);
    print("after yield");
    Time.timeScale = 0;
    guiMode = "Lose";
}

当调用explode函数时,调用松散函数,我看到“在yield之前”打印出消息。我等了三秒钟,但我从未看到“收获后”的消息。

如果我取出产量,该功能可以正常工作,减去等待3秒。

这是在Unity 4上。这段代码直接来自我认为是在Unity 3.5上创建的教程。我假设代码在Unity 3.5中有效,因为在网站上没有评论为什么收益率不起作用。

我做错了什么蠢事?

2 个答案:

答案 0 :(得分:4)

您需要使用StartCoroutine,如下所示:

function Explode() //Drop in a random explosion effect, and destroy ship
{
    var randomNumber : int = Random.Range(0,shipExplosions.length);
    Instantiate(shipExplosions[randomNumber], transform.position, transform.rotation);
    Destroy(gameObject);

    // Change here.
    yield StartCoroutine(GUI.Lose());

    // Or use w/out a 'yield' to return immediately.
    //StartCoroutine(GUI.Lose());
}

答案 1 :(得分:0)

您也可以考虑在丢失函数上使用简单的Invoke。

function Start () 
{
    GUI = GameObject.FindWithTag("GUI").GetComponent(InGameGUI);
}

function OnCollisionEnter(hitInfo : Collision)
{
    if(hitInfo.relativeVelocity.magnitude >= 2) //if we hit it too hard, explode!
    { 
        Explode();
    }
}

function Explode() //Drop in a random explosion effect, and destroy ship
{
    var randomNumber : int = Random.Range(0,shipExplosions.length);
    Instantiate(shipExplosions[randomNumber], transform.position, transform.rotation);
    Destroy(gameObject);
    Invoke("YouLose", 3.0f);
}

function YouLose()
{
    GUI.Lose();
}