如果由于某种原因,声明未得到满足

时间:2014-10-14 05:16:01

标签: c# unity3d

我试图让卡片在点击时旋转180度,无论是面朝上还是面朝下。我使用Unity,C#。以下是附在卡上的类的代码:

using UnityEngine;
using System.Collections;

public class CardScript : MonoBehaviour {

    public float rotSpeed = 900;
    public MatchScript referenceEasy;

    private bool rotating = false;
    private bool faceUp = false;
    private bool finishedRotating = true;
    private int boardPosX, boardPosY;

    // Use this for initialization
    void Start () {
        transform.localScale -= new Vector3(.6f, .6f, 0);
        transform.localEulerAngles = new Vector3(0f, 180f, 0f);
    }

    // Update is called once per frame
    void Update()
    {
        Rotate();
    }

    void Rotate()
    {
        if (rotating && transform.eulerAngles.y >= 180 && !faceUp)
        {
            Debug.Log("ding");
            transform.Rotate(Vector3.up * (rotSpeed * Time.deltaTime));
        }
        else if (rotating && transform.eulerAngles.y <= 180 && faceUp)
        {
            Debug.Log("ding");
            transform.Rotate(Vector3.down * (rotSpeed * Time.deltaTime));
        }
        else if (rotating)
        {
            faceUp = !faceUp;
            rotating = false;
        }
    }

    void OnMouseDown()
    {
        referenceEasy.Clicked(boardPosX, boardPosY);
        if(!rotating)
        {
            rotating = true;
            faceUp = !faceUp;
            Debug.Log(rotating);
            Debug.Log(eulerAngles.y);
            Debug.Log(faceUp);
        }

    }

    public void SetReference(MatchScript m) //When a card object is instantiated by the board, it will call this function, which associates the reference
    {
        referenceEasy = m;
    }

    public void SetBoardPosition (int x, int y) //This gets called to set where in the matrix the card exists.  It's mainly as a reference for the board.  
    {
        boardPosX = x;
        boardPosY = y;
    }
}

单击时,调试日志告诉我faceUp和rotate都是true,而eulerAngles(在这种情况下,旋转)= 180.但是,没有&#39; ding&#39;在Rotate()中触发,但我认为我满足了要求。谢谢您的帮助!

1 个答案:

答案 0 :(得分:0)

将这些调试语句放入实际的Rotate方法会更好,这样您就可以在使用它们之前看到它们。

此外,请注意浮点值(如您的角度所示)。它可能看起来就像是180,但实际上可能是179.99999942180.00000007

您可能想要查看的其他事物是您用于角度的不同名称,特别是您在一个地方使用transform.eulerAngles.yeulerAngles.y在另一个。从给定的代码中可以看出,这些引用的是同一个实体。