如何在统一中等待特定的秒数

时间:2013-10-03 10:41:22

标签: unity3d unityscript

我想通过每1秒实例化7个立方体来制作统一2d游戏中的加载栏。 我用了 :  yield WaitForSeconds(1); 在每个实例化语句之后的函数更新中,但它不起作用:((我得到一个错误:

  

脚本错误:Update()不能是协程。

还有其他想法吗?

我制作了一个新场景并将其命名为“输掉”,然后我编写了这个脚本并将其附加到主摄像头:

#pragma strict

//var loadingBar: Transform;
var loading_bar : GameObject;

function Update()
{
    Instantiate(loadingBar,Vector3(-1.849,-2.9371,2),Quaternion.identity);

    gameTimer();


    Instantiate(loadingBar,Vector3(-1.2909,-2.937,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(-0.5566,-2.93711,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(0.148236,-2.93711,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(0.823772,-2.93711,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(1.440567,-2.93711,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(2.057361,-2.93711,2),Quaternion.identity);

    loadingTimer();

    Application.LoadLevel(1);
}


function OnGUI()
{
    GUI.color = Color.green;
    GUI.Label(Rect(400,350,500,500),"<color=green><size=100>Lose</size></color>");
}

function loadingTimer()
{
    yield WaitForSeconds(1);
}

enter image description here

  

我希望这些立方体能够在1秒后相互显示出来   看起来像装货吧......

我通过这种方式解决了这个问题::

#pragma strict

var loadingBar: Transform;
var finished : boolean = false;

function Update()
{
    loadingTimer();

    if (finished == true)
    {
        Application.LoadLevel(1);
        finished= false;
    }
}


function OnGUI()
{
    GUI.color = Color.green;
    GUI.Label(Rect(295,320,500,500),"<color=green><size=100>Lose</size></color>");

}


function loadingTimer()
{
    Instantiate(loadingBar,Vector3(-1.9,-2.9371,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(-1.3,-2.937,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(-1.3,-2.937,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(-0.7,-2.93711,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(-0.1,-2.93711,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(0.5,-2.93711,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(1.1,-2.93711,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(1.7,-2.93711,2),Quaternion.identity);

    finished= true;
}

3 个答案:

答案 0 :(得分:12)

首先,你不能在Update函数中使用yield WaitForSeconds。你需要引入IEnumator。在您的情况下,我可以说以下代码可以帮助您。

public class Loader : MonoBehaviour 
{
    public GameObject cube;
    private bool finished = false;
    private Vector3[] positions = new Vector3[7] {new Vector3(-1.849,-2.9371,2), new Vector3(-1.2909,-2.937,2), new Vector3(-0.5566,-2.93711,2),new Vector3(0.148236,-2.93711,2),new Vector3(0.823772,-2.93711,2),new Vector3(1.440567,-2.93711,2),new Vector3(2.057361,-2.93711,2)};
    private int loaderCounter=0;

    void Start () 
    {
        StartCoroutine(StartLoader());
    }

    IEnumerator StartLoader () 
    {
        Instantiate(cube,positions[loaderCounter],Quaternion.identity);
        yield return new WaitForSeconds(1);
        loaderCounter++;
        if(loaderCounter==7)
        {
            finished=true;
        }
        if(!finished)
        {
            StartCoroutine(StartLoader());
        }
        else
        {
            Application.LoadLevel(1);
        }
    }
}

请在此之后告诉我是否有任何问题。只需使用变量声明的javascript语法。

答案 1 :(得分:2)

如果你坚持想要使用更新功能,你可以。以下是如何操作的一个示例:

private float _elapsedTime = 0;
private int counter = 0;
void Update(){
    if(counter < 7){
        if(_elapsedTime >= 1){
            _elapsedTime = 0; //reset it zero again
            _counter++;
            //instantiate the cube, and update the loading bar here
        }else{
            _elapsedTime += Time.deltaTime;
        }
    }
}

答案 2 :(得分:1)

您无法更改现有方法的返回类型。相反,您需要在Start或Awake方法中触发StartCoroutine,并将IEnumerator定义为MonoBehaviour的单独私有函数。