我正在处理conda.exe install mysql-connector-python
并遇到问题。在场景中有一个unity3d
,其子对象为Main Camera
,该画布还有一个子对象,它是一个图像。我附加了脚本worldspace canvas
为了旋转相机,相机按MouseLook
键投射光线。同样在场景中,A
有一个WorldSpace canvas
组件和一个子对象box collider
,并且画布附有脚本Slider
。
该脚本引用了滑块SliderSelect
并且有一个gameobject
,当我们通过按Coroutine
键将光线通过相机投射到画布时填充滑块。我的代码工作正常,但它没有正确填充滑块。当光线投射时,它会立即改变场景。我想要的是第一个滑块是填充和音频播放比滑块值等于0.然后场景改变。我想我在A
做错了。
代码:
RayCast脚本:
Coroutine
滑块选择脚本:
public class RayCast : MonoBehaviour
{
private RaycastHit hit;
[SerializeField]
private AudioSource source;
[SerializeField]
private AudioClip clip;
//Refrence of Slider Canvas Script
[SerializeField]
private SliderSelect sliderCanvasScript;
private void Update()
{
Debug.DrawRay(transform.position, transform.forward, Color.cyan);
if (Input.GetKeyDown(KeyCode.A) && SliderSelect.check)
{
if (Physics.Raycast(transform.position, transform.forward, out hit, 9f))
{
if (hit.collider.gameObject.name == "SliderCanvas")
{
Debug.Log("Ray cast to the slider");
StartCoroutine(sliderCanvasScript.FillUp());
source.PlayOneShot(clip);
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
}
}
}
}
}
答案 0 :(得分:2)
我的代码工作正常,但它没有正确填充滑块。它' S 投射光线时立即改变场景。我想要的是第一个 滑块是填充,音频播放比滑块值等于0.Than 场景变化。我认为我在Coroutine中做错了什么
那是因为你正在打电话
StartCoroutine(sliderCanvasScript.FillUp());
source.PlayOneShot(clip);
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
来自Update
函数,该函数实际上并没有等待FillUp()
协程函数完成。
从Update函数启动一个新的coroutine函数,然后在该coroutine函数中执行这三行代码。然后,您可以将StartCoroutine(sliderCanvasScript.FillUp());
替换为yield return StartCoroutine(sliderCanvasScript.FillUp());
,等待它完成后再调用source.PlayOneShot(clip);
,然后再调用SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
。
另外,要等待音频完成播放,请不要使用静态PlayOneShot
功能。
首先,使用source.clip = clip;
将剪辑指定给AudioSource。现在玩source.Play();
。接下来,等待Audio完成while (source.isPlaying){ yield return null;}
的播放。那就是它。
这就是该功能的样子:
IEnumerator doInOrder()
{
//Wait for Fill to finish
yield return StartCoroutine(sliderCanvasScript.FillUp());
//Assign Audio Clip
source.clip = clip;
//Then Play Sound
source.Play();
//Wait for Audio to finish Playing
while (source.isPlaying)
{
yield return null;
}
//Load new Scene
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
}
这就是整个代码的样子:
public class RayCast : MonoBehaviour
{
private RaycastHit hit;
[SerializeField]
private AudioSource source;
[SerializeField]
private AudioClip clip;
//Refrence of Slider Canvas Script
[SerializeField]
private SliderSelect sliderCanvasScript;
private void Update()
{
Debug.DrawRay(transform.position, transform.forward, Color.cyan);
if (Input.GetKeyDown(KeyCode.A) && SliderSelect.check)
{
if (Physics.Raycast(transform.position, transform.forward, out hit, 9f))
{
if (hit.collider.gameObject.name == "SliderCanvas")
{
Debug.Log("Ray cast to the slider");
StartCoroutine(doInOrder());
}
}
}
}
IEnumerator doInOrder()
{
//Wait for Fill to finish
yield return StartCoroutine(sliderCanvasScript.FillUp());
//Then Play Sound
source.clip = clip;
//Then Play Sound
source.Play();
//Wait for Audio to finish Playing
while (source.isPlaying)
{
yield return null;
}
//Load new Scene
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
}
}
不要将Collider放在Canvas UI组件上
Colliders
只能用于Sprites / SpriteRenderer(2D对象)和MeshRenderer(2D对象)。它永远不应该放在Canvas UI组件上。
即使这对你有用,你应该检测到点击带有OnPointerClick
的滑块,然后使用onValueChanged
事件检测滑块值的变化。检测这两件事的脚本必须附加到Slider
GameObject。然后,您可以实施2个可以注册的事件,并在Slider
点击或Slider
值更改时接收回调。
将以下脚本附加到滑块:
public class SliderDetector : MonoBehaviour, IPointerClickHandler
{
public Slider slider;
public delegate void sliderClicked();
public static event sliderClicked OnClicked;
public delegate void valueChanged(float value);
public static event valueChanged onValueChanged;
// Use this for initialization
void Awake()
{
slider = GetComponent<Slider>();
//Subscribe To Slider Event
slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); });
}
public void OnPointerClick(PointerEventData eventData)
{
if (OnClicked != null)
{
//Notify All Subscribed function
OnClicked();
}
}
void sliderCallBack(float value)
{
if (onValueChanged != null)
{
//Notify All Subscribed function
onValueChanged(value);
}
}
void OnDisable()
{
//Un-Subscribe To Slider Event
slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); });
}
}
然后从Raycast
脚本中使用它,将以下内容添加到其中:
void OnEnable()
{
//Subscribe to the Slider Click event
SliderDetector.OnClicked += OnSliderClicked;
//Subscribe to the Slider Value Changed event
SliderDetector.onValueChanged += OnSliderValueChanged;
}
//Will be called when there is a click on that slider
private void OnSliderClicked()
{
//Slider Clicked Start your coroutine function
StartCoroutine(doInOrder());
}
//Will be called when the slider value changes
private void OnSliderValueChanged(float value)
{
//Slider Value Changed, Do Something
}
void OnDisable()
{
//Un-Subscribe to the Slider Click event
SliderDetector.OnClicked -= OnSliderClicked;
//Un-Subscribe to the Slider Value Changed event
SliderDetector.onValueChanged -= OnSliderValueChanged;
}