协同程序停止工作

时间:2016-01-05 20:31:22

标签: c# unity3d coroutine

我有两个带有协同程序的脚本。它在第一个中完全正常,但在第二个中没有,原因没有明显。

适用于此:

using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.ImageEffects;

public class GameStartController : MonoBehaviour {
    public Button startButton;
    public GameObject cubeSpawner;

    // Use this for initialization
    private void Start() {
        startButton = startButton.GetComponent<Button>();   
    }

    public void StartGame() {
        EnableCubeSpawner();
        SpawnStartingCubes();
        HideStartMenu();
        StartCoroutine("FocusCamera");
        PlayBackgroundMusic();
    }

    // Enables the cube spawner, so it can start spawning cubes
    private void EnableCubeSpawner() {
        cubeSpawner.SetActive(true);
    }

    private void SpawnStartingCubes() {
        cubeSpawner.GetComponent<CubeSpawner>().GenerateStartingCubes();
    }

    private void PlayBackgroundMusic() {
        var audio = GameObject.FindWithTag("Audio").GetComponent<AudioController>();
        audio.PlayBackgroundMusic();
    }

    private void HideStartMenu() {
        startButton.transform.parent.GetComponent<CanvasGroup>().interactable = false;
        startButton.transform.parent.GetComponent<CanvasGroup>().alpha = 0f;
    }

    private IEnumerator FocusCamera() {
        var camera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
        var velocity = 0f;

        while (Mathf.Abs(camera.GetComponent<DepthOfField>().aperture) > 0.001f) {
            Debug.Log(Mathf.Abs(camera.GetComponent<DepthOfField>().aperture));

            camera.GetComponent<DepthOfField>().aperture = Mathf.SmoothDamp(camera.GetComponent<DepthOfField>().aperture, 0f, ref velocity, 0.3f);
            yield return null;
        }

        camera.GetComponent<DepthOfField>().aperture = 0f;
    }
}

协程工作正常,相机光圈从0.6平滑到0。

然而,在第二个脚本中,这不会发生:

using System.Collections;
using System.Linq;
using UnityEngine;
using UnityStandardAssets.ImageEffects;

public class GameOverController : MonoBehaviour {
    public void EndGame() {
        StartCoroutine("UnfocusCamera");
        DisableCubeSpawner();
        DestroyAllCubes();
        StopBackgroundMusic();
        ShowStartMenu();
    }

    // Disables the cube spawner, so it can stop spawning cubes
    private void DisableCubeSpawner() {
        var cubeSpawner = GameObject.FindWithTag("CubeSpawner");
        cubeSpawner.SetActive(false);
    }

    private void DestroyAllCubes() {
        var gameObjects = FindObjectsOfType(typeof(GameObject));

        foreach (var gameObject in gameObjects.Where(gameObject => gameObject.name.Contains("Cube"))) {
            Destroy(gameObject);
        }
    }

    private void StopBackgroundMusic() {
        var audio = GameObject.FindWithTag("Audio").GetComponent<AudioController>();
        audio.StopBackgroundMusic();
    }

    private void ShowStartMenu() {
        var startMenu = GameObject.FindWithTag("StartMenu");
        startMenu.GetComponent<CanvasGroup>().interactable = true;
        startMenu.GetComponent<CanvasGroup>().alpha = 1f;
    }

    private IEnumerator UnfocusCamera() {
        var camera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
        var velocity = 0f;

        while (camera.GetComponent<DepthOfField>().aperture < 0.6f) {
            Debug.Log(Mathf.Abs(camera.GetComponent<DepthOfField>().aperture));
            camera.GetComponent<DepthOfField>().aperture = Mathf.SmoothDamp(camera.GetComponent<DepthOfField>().aperture, 0.6f, ref velocity, 0.3f);
            yield return null;
        }

//        camera.GetComponent<DepthOfField>().aperture = 0f;
    }
}

它仅适用于一帧(光圈从0到0.03),然后停止。 为什么会这样?

2 个答案:

答案 0 :(得分:2)

如果您销毁(或禁用)游戏对象,则会停止在附加到其上的组件上运行的协同程序。我无法在此找到主要来源,但这里有另外两个堆栈溢出问题,这就是问题所在:

协程因为你GameOverController附加的GameObject被破坏而停止。据推测,Unity在恢复其协程之前检查对象是否仍然存在,如果对象被销毁,Unity不会继续执行它。

要解决此问题,您可以延迟销毁GameObject直到动画完成(可能将破坏代码放在协程中的while循环之后)或将组件放在不会被销毁的GameObject上。

答案 1 :(得分:0)

在大多数情况下,这意味着您的对象或脚本变为非活动状态。检查这个的最佳方法是向脚本添加OnDisable()方法并从中调用日志记录