所以,我正在尝试为我的游戏制作一个“商家”系统。 5分钟后(计时器正在滴答)商家将可用,第二个计时器将开始计时,但第二个计时器在 - 。
void Update()
{
timeremaining -= Time.deltaTime;
int minutes = Mathf.FloorToInt(timeremaining / 60F);
int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
string niceTime = string.Format("{0:0}:{1:00}", minutes, seconds);
howlonghere -= Time.deltaTime;
int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
int seconds2 = Mathf.FloorToInt(howlonghere - minutes * 60);
string niceTime2 = string.Format("{0:0}:{1:00}", minutes, seconds);
if (timeremaining > 0)
{
Merchanthuman.enabled = false;
Merchanthuman.interactable = false;
Tiimer.text = "Merchant will be here: " + niceTime;
}
else
{
Tiimer.text = "Merchant is here for: " + niceTime2;
Merchanthuman.enabled = true;
Merchanthuman.interactable = true;
}
}
“商人在这里:”应该开始新的倒计时,这将是第二次。就像意志在这里是5分钟&在这里是2分钟。
答案 0 :(得分:0)
让我们把它分开一点:
public const float TravelTime = 5.0f;
public const float VisitTime = 4.0f;
public float timeremaining;
public float howlonghere;
//Setup initial timers
void Start()
{
timeremaining = TravelTime;
howlonghere = VisitTime;
}
//Check each frame for the scenario
void Update()
{
if (timeremaining > 0)
{
string niceTime = ElapseTravel();
Merchanthuman.enabled = false;
Merchanthuman.interactable = false;
Tiimer.text = "Merchant will be here: " + niceTime;
}
else
{
string niceTime2 = ElapseVisit();
Tiimer.text = "Merchant is here for: " + niceTime2;
Merchanthuman.enabled = true;
Merchanthuman.interactable = true;
}
}
//Elapse remaining time when merchant travels
private string ElapseTravel()
{
timeremaining -= Time.deltaTime;
int minutes = Mathf.FloorToInt(timeremaining / 60F);
int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
return string.Format("{0:0}:{1:00}", minutes, seconds);
}
//Elapse stay time when merchant is here
private string ElapseVisit()
{
howlonghere -= Time.deltaTime;
int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
int seconds2 = Mathf.FloorToInt(howlonghere - minutes2 * 60);
if (howlonghere <= 0)
{
timeremaining = TravelTime;
howlonghere = VisitTime;
}
return string.Format("{0:0}:{1:00}", minutes2, seconds2);
}
无论情况如何,您都在减少timeremaining
和howlonghere
。您需要拆分两个方案并且仅过去(减少)其中一个值,具体取决于商家前往位置或者他已经在这里的事实。
答案 1 :(得分:0)
Unity Timer不是负面的。你自己的变量是负面的。
这里实际发生的是你正在检查5分钟并执行timeremaining -= Time.deltaTime;
,这会不断减少你的timeremaining
变量。
第二件事是你正在减少howlonghere
,同时它会变为负面。因为howlonghere
小于timeremaining
。
因此,当您的第一个计时器变为timeremaining <= 0
时,您的第二个计时器howlonghere
将变为howlonghere = -3 minutes
。 (假设最初为timeremaining = 5
和howlonghere = 2
)。
如果你不想在这里改变你的逻辑,你可以做些什么。
void Update()
{
timeremaining -= Time.deltaTime;
int minutes = Mathf.FloorToInt(timeremaining / 60F);
int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
string niceTime = string.Format("{0:0}:{1:00}", minutes, seconds);
if (timeremaining > 0)
{
Merchanthuman.enabled = false;
Merchanthuman.interactable = false;
Tiimer.text = "Merchant will be here: " + niceTime;
}
else {
howlonghere -= Time.deltaTime;
int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
int seconds2 = Mathf.FloorToInt(howlonghere - minutes * 60);
string niceTime2 = string.Format("{0:0}:{1:00}", minutes, seconds);
Tiimer.text = "Merchant is here for: " + niceTime2;
Merchanthuman.enabled = true;
Merchanthuman.interactable = true;
}
}
显然,您会相应地对其进行更多自定义。但这只是为了让你清楚。