美好的一天!我有这个代码,但我有一个错误,例如(我设置了两个玩家,和一台电脑)。我进行第一次转弯,骰子重新生成值为4(仅举例),当我触摸屏幕时,游戏块从第1块移动到第4块,当计算机转动时,它也从第1块移动到第4块(因为我将结果设置为4只是一个例子)。现在轮到我了,骰子再也没有重生,它不等待触摸屏幕if (Input.GetMouseButtonDown(0))
并再次移动4 ...
public class singlePlay : MonoBehaviour {
//Player
public GameObject[] playerprefab;
//Player Clone
public GameObject[] playerprefabC;
//Game Cards and Dice
public GameObject[] situationCard;
public GameObject dice;
int diceresult;
//Game Cards and Dice clone
public GameObject diceclone;
public int currentPlayer;
public int compPlayer;
public int playerTurn;
public string compPlayerstring;
public string playerTurnstring;
//GUI Boolean
bool play = false;
//Game Boolean
bool pieces = false;
bool giveturn = false;
bool myturn = false;
bool diceSpawn = false;
bool moving = false;
bool routine = false;
bool checking = false;
bool compturn = false;
//icon1
public GameObject[] icon;
//population
int[] population = new int[3];
//Tile
public GameObject[] Tile;
int[] playerTile = new int[3]; //current location
int[] playerTileUp = new int [3]; // updated location after dice roll
bool endTurn = false;
void Update ()
{
if (giveturn == true) {
int h = 0;
Giveturn(h);
giveturn = false;
}
if (play == true) {
if (pieces == true){
SpawnPlayer();
pieces = false;
}
if (myturn == true){
compturn = false;
if(diceSpawn == true) {
dice.transform.position = new Vector3(0,0,-1);
diceclone = Instantiate(dice, dice.transform.position, Quaternion.identity) as GameObject;
diceSpawn = false;
}
if (Input.GetMouseButtonDown(0))
{
Debug.Log("click");
diceresult = 4;
Destroy(diceclone);
moving = true;
Updateposition(diceresult);
}
}
else
{
Debug.Log("comp");
myturn = false;
diceresult = 4;
moving = true;
Updateposition(diceresult);
}
}
}
void Giveturn(int k)
{
Debug.Log("" + k);
currentPlayer = k;
if (k == playerTurn) {
Debug.Log("Yes");
compturn = false;
myturn = true;
diceSpawn = true;
moving = false;
}
else
{
Debug.Log("No");
compturn = true;
myturn = false;
moving = false;
}
}
void Updateposition(int diceresult)
{
if (moving == true) {
playerTileUp[currentPlayer] = playerTile[currentPlayer] + diceresult;
Debug.Log("" + playerTileUp[currentPlayer]+ " " +currentPlayer);
routine = true;
StartCoroutine(MyMethod());
}
moving = false;
}
IEnumerator MyMethod()
{
if (routine == true) {
if (myturn == true) {
compturn = false;
}
else
{
myturn = false;
}
int f = playerTile[currentPlayer] + 1;
Debug.Log(" " + currentPlayer );
while (f <= playerTileUp[currentPlayer]) {
Debug.Log("waiting");
yield return new WaitForSeconds(1);
Debug.Log(" " + Tile[f]);
playerprefabC[currentPlayer].transform.position = Tile[f].transform.position;
Debug.Log(" " + currentPlayer);
f++;
}
checking = true;
TrapCheck();
}
routine = false;
}
void TrapCheck()
{
if (checking == true) {
if (playerTileUp[currentPlayer] == 8) {
Debug.Log("Trap spawning");
Instantiate(situationCard[0], situationCard[0].transform.position, Quaternion.identity);
population[currentPlayer] = population[currentPlayer] -1;
}
playerTile[currentPlayer] = playerTileUp[currentPlayer];
Endturn();
myturn = false;
compturn = false;
checking = false;
}
}
void Endturn()
{
currentPlayer++;
Debug.Log(" " + currentPlayer);
if (currentPlayer > compPlayer) {
currentPlayer = 0;
}
Giveturn(currentPlayer);
}
}
答案 0 :(得分:0)
我已经看不到有什么问题了。首先,当协同程序正在运行时,似乎你没有阻止更新运行,因为游戏仍然是正确的。在TrapCheck中,你调用EndTurn调用GiveTurn并设置myTurn(true)和compTurn(false)布尔值。但是这两个在TrapCheck中被重置,myTurn被设置为false。你需要重新思考你班级的逻辑。
解决方案是使用委托。这将删除您设置和重置的许多布尔值。这是一个基本想法:
Action currentUpdate;
bool playerTurn = true;
void Start(){
SetTurn();
}
void Update(){
if(currentUpdate != null)currentUpdate();
}
void SetTurn(){
// Prepare initial setting for moving
if(playerTurn == true){ currentUpdate = PlayerTurn; }
else{ currentUpdate = CompTurn; }
playerTurn = !playerTurn;
}
void PlayerTurn(){
// Check input
// Get dice value
currentUpdate = Move;
}
void CompTurn(){
// Get dice value
currentUpdate = Move;
}
void Move(){
if(position != target){
}else{
SetTurn();
}
}
这是相当简化的,但是一旦你得到关于委托的事情(也许你已经知道),这将使它变得更加灵活。