为什么它之间的动画似乎需要比声明更多的时间并防止延迟Destroy()

时间:2015-08-08 12:14:38

标签: c# unity3d itween

我有这段代码:

void OnCollisionEnter (Collision collision)
{
    if (canCollide == true) {
        canCollide = false;
        ContactPoint contactPoint = collision.contacts [0];

        GameObject cube = GameObject.CreatePrimitive (PrimitiveType.Cube);
        cube.transform.localScale = new Vector3 (5, 5, 5);
        cube.transform.position = contactPoint.point;

        iTween.MoveTo (cube, iTween.Hash (
            "y", 40, 
            "time", 0.5));
        iTween.MoveTo (cube, iTween.Hash (
            "position", new Vector3 (55, 79, 10), 
            "time", 0.5f,
            "delay", 0.5f,
            "oncompletetarget", GameObject.Find ("PlayerCar"), 
            "oncomplete", "IncrementGauge"));
        Destroy (cube, 1.1f);

    }

}

这样可行,两个动画都按顺序排列。但是时间的总和应该是1秒。但是Destroy()不能延迟1秒,它必须至少1.1秒。为什么?我可以以某种方式更快地破坏立方体并仍然触发IncrementGauge()(在Destroy上1秒,阻止触发IncrementGauge())。

感谢。

1 个答案:

答案 0 :(得分:3)

这是因为如果1.0秒已经过去,iTween库会检查每个Update调用,这不能正好是1.0秒,因为它取决于你的帧率和浮点运算是不精确的。

您的问题可以通过销毁多维数据集并在同一个回调方法DestroyCubeAndIncrementGauge()中以字符串形式传递给参数oncomplete来增加计量器来解决。

public class CollisionObject : MonoBehaviour 
{
    [SerializeField]
    private bool canCollide = true;

    void OnCollisionEnter(Collision collision)
    {
        if (canCollide == true) {
            canCollide = false;
            ContactPoint contactPoint = collision.contacts [0];

            GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
            cube.transform.localScale = new Vector3(5, 5, 5);
            cube.transform.position = contactPoint.point;

            iTween.MoveTo(cube, iTween.Hash(
                "y", 40, 
                "time", 0.5));
            iTween.MoveTo(cube, iTween.Hash(
                "position", new Vector3 (55, 79, 10), 
                "time", 0.5f,
                "delay", 0.5f,
                "oncompletetarget", this.gameObject, 
                "oncompleteparams", cube,
                "oncomplete", "DestroyCubeAndIncrementGauge"
            ));
        }
    }

    public void DestroyCubeAndIncrementGauge(GameObject cube)
    {
        // destroy the cube
        Destroy(cube);
        // inform the PlayerCar to IncrementGauge
        GameObject.Find("PlayerCar").SendMessage("IncrementGauge");
    }
}