我遇到了XNA中的精灵动画问题,这似乎是由作为参考值传递的结构引起的。但我没有在任何地方使用 ref 关键字。不可否认,我是C#noob,因此这里可能会出现一些浅的骨头错误,但我看不到它。
我正在制作10只蚂蚁或蜜蜂,并在它们在屏幕上移动时制作动画。我有一个动画结构数组,每次我创建一个蚂蚁或蜜蜂,我发送它需要的动画数组值(此时只有[0]或[1])。动画结构深处是一个用于更改帧的计时器。 ant / bee类将动画结构存储为私有变量。
我所看到的是每个蚂蚁或蜜蜂使用相同的动画结构,我认为我传入的那个并按值复制。所以在Update()期间,当我为每个蚂蚁/蜜蜂推进动画计时器时,下一个蚂蚁/蜜蜂的动画计时器会提前少量。如果屏幕上有1个蚂蚁,它会正常动画。 2只蚂蚁,运行速度快两倍,依此类推。显然,不是我想要的。
这是代码的删节版本。 BerryPicking的ActorAnimationGroupData []如何在BerryCreatures之间共享?
class BerryPicking
{
private ActorAnimationGroupData[] animations;
private BerryCreature[] creatures;
private Dictionary<string, Texture2D> creatureTextures;
private const int maxCreatures = 5;
public BerryPickingExample()
{
this.creatures = new BerryCreature[maxCreatures];
this.creatureTextures = new Dictionary<string, Texture2D>();
}
public void LoadContent()
{
// Returns data from an XML file
Reader reader = new Reader();
animations = reader.LoadAnimations();
CreateCreatures();
}
// This is called from another function I'm not including because it's not relevant to the problem.
// In it, I remove any creature that passes outside the viewport by setting its creatures[] spot to null.
// Hence the if(creatures[i] == null) test is used to recreate "dead" creatures. Inelegant, I know.
private void CreateCreatures()
{
for (int i = 0; i < creatures.Length; i++)
{
if (creatures[i] == null)
{
// In reality, the name selection is randomized
creatures[i] = new BerryCreature("ant");
// Load content and texture (which I create elsewhere)
creatures[i].LoadContent(
FindAnimation(creatures[i].Name),
creatureTextures[creatures[i].Name]);
}
}
}
private ActorAnimationGroupData FindAnimation(string animationName)
{
int yourAnimation = -1;
for (int i = 0; i < animations.Length; i++)
{
if (animations[i].name == animationName)
{
yourAnimation = i;
break;
}
}
return animations[yourAnimation];
}
public void Update(GameTime gameTime)
{
for (int i = 0; i < creatures.Length; i++)
{
creatures[i].Update(gameTime);
}
}
}
class Reader
{
public ActorAnimationGroupData[] LoadAnimations()
{
ActorAnimationGroupData[] animationGroup;
XmlReader file = new XmlTextReader(filename);
// Do loading...
// Then later
file.Close();
return animationGroup;
}
}
class BerryCreature
{
private ActorAnimation animation;
private string name;
public BerryCreature(string name)
{
this.name = name;
}
public void LoadContent(ActorAnimationGroupData animationData, Texture2D sprite)
{
animation = new ActorAnimation(animationData);
animation.LoadContent(sprite);
}
public void Update(GameTime gameTime)
{
animation.Update(gameTime);
}
}
class ActorAnimation
{
private ActorAnimationGroupData animation;
public ActorAnimation(ActorAnimationGroupData animation)
{
this.animation = animation;
}
public void LoadContent(Texture2D sprite)
{
this.sprite = sprite;
}
public void Update(GameTime gameTime)
{
animation.Update(gameTime);
}
}
struct ActorAnimationGroupData
{
// There are lots of other members of this struct, but the timer is the only one I'm worried about.
// TimerData is another struct
private TimerData timer;
public ActorAnimationGroupData()
{
timer = new TimerData(2);
}
public void Update(GameTime gameTime)
{
timer.Update(gameTime);
}
}
struct TimerData
{
public float currentTime;
public float maxTime;
public TimerData(float maxTime)
{
this.currentTime = 0;
this.maxTime = maxTime;
}
public void Update(GameTime gameTime)
{
currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (currentTime >= maxTime)
{
currentTime = maxTime;
}
}
}
答案 0 :(得分:0)
你确定你正在为每个生物使用一个新的ActorAnimation吗?我会创建一个测试,它有两个生物,并为每个生物的animation.animation值设置监视,并逐步查看更新以查看它们何时发生变化。是否有可能多次调用您的Updates()?