for
public SimpleSpriteSequence birds;
Randomizer setBirds;
setBirds = new Randomizer(birds.sprites);
int index = setBirds.getRandom();
birds.setCurrentSpriteIndex(index);
现在在随机的帮助下,我从阵列中得到一只随机鸟。但问题是这只鸟可以重复。我想要的是在调用时连续至少6次("接口",1f);功能不重复鸟。原则上我必须这样做6次,鸟不重复。这些鸟是随机的,但是6次是不同的鸟类。不知道我是否正确解释了它,但我希望你理解这个想法。
答案 0 :(得分:0)
这是代码,但它是在控制台应用程序中编写的,因为我没有您的代码,并且它是使用自定义类Birds
编写的,但您将使其适应您的代码。如果您需要帮助,我会帮助您。
class Birds
{
public int birdID;
public string birdName;
//public Sprite birdSprite;
}
class Program
{
static Random rnd = new Random();
static Birds[] birds = new Birds[10];
static int nBirdsSpawned = 0;
static List<int> spawnedBirds = new List<int>();
static void Main(string[] args)
{
//Database of my birds ;)
birds[0] = new Birds();
birds[1] = new Birds();
birds[2] = new Birds();
birds[3] = new Birds();
birds[4] = new Birds();
birds[5] = new Birds();
birds[6] = new Birds();
birds[7] = new Birds();
birds[8] = new Birds();
birds[9] = new Birds();
birds[0].birdID = 0;
birds[0].birdName = "Bird 1";
birds[1].birdID = 1;
birds[1].birdName = "Bird 2";
birds[2].birdID = 2;
birds[2].birdName = "Bird 3";
birds[3].birdID = 3;
birds[3].birdName = "Bird 4";
birds[4].birdID = 4;
birds[4].birdName = "Bird 5";
birds[5].birdID = 5;
birds[5].birdName = "Bird 6";
birds[6].birdID = 6;
birds[6].birdName = "Bird 7";
birds[7].birdID = 7;
birds[7].birdName = "Bird 8";
birds[8].birdID = 8;
birds[8].birdName = "Bird 9";
birds[9].birdID = 9;
birds[9].birdName = "Bird 10";
int i = 0;
while (i < 100)
{
RandomSpawn();
i++;
}
Console.Write("Finished");
Console.ReadKey();
}
static void CheckForBirdSpawn(int birdID)
{
if (nBirdsSpawned <= 6)
{
if (!spawnedBirds.Contains(birdID))
{
spawnedBirds.Add(birdID);
SpawnBird(birdID);
}
else
{
Console.WriteLine("Bird " + birds[birdID].birdName + " is already spawned!");
}
}
else
{
SpawnBird(birdID);
}
}
static void SpawnBird(int birdID)
{
Console.WriteLine(birds[birdID].birdName);
nBirdsSpawned++;
}
static void RandomSpawn()
{
int r = rnd.Next(0, 10);
CheckForBirdSpawn(r);
}
}
直到产生前6只鸟,它会检查是否已经产卵,如果是,它不允许它产卵。产卵6只后,每只鸟都会产卵。
以下是控制台应用中的输出:
答案 1 :(得分:0)
我知道这主要是代码回复,但你怎么试试这样的东西?
在必要时进行生成,这将产生每一帧,因为它在具有无限while循环的Coroutine中找到。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class burd : MonoBehaviour {
public bool spawning;
private System.Random rnd = new System.Random();
private Dictionary<int, int> spawnedBurdies = new Dictionary<int, int>();
private List<int> availableBurdies = new List<int>();
// Use this for initialization
void Start () {
for (int index = 0; index < 10; index++)
{
availableBurdies.Add(index);
}
StartCoroutine(SpawnBurdies());
}
private IEnumerator SpawnBurdies()
{
while (true)
{
if (spawning)
{
int burdIndex = rnd.Next(availableBurdies.Count);
spawnBurd(availableBurdies[burdIndex]);
availableBurdies.RemoveAt(burdIndex);
}
yield return new WaitForFixedUpdate();
}
}
private void spawnBurd(int burdIndex)
{
Debug.Log("Spawned burd #" + burdIndex);
List<int> burdieKeys = new List<int>();
foreach (var burdie in spawnedBurdies) { burdieKeys.Add(burdie.Key); }
foreach (var burdieKey in burdieKeys)
{
spawnedBurdies[burdieKey]--;
if(spawnedBurdies[burdieKey] <= 0)
{
spawnedBurdies.Remove(burdieKey);
availableBurdies.Add(burdieKey);
}
}
spawnedBurdies.Add(burdIndex, 6);
}
}
此解决方案可以避免您尝试产生无法生成的鸟类;但是如果鸟类数量少于等待的最小生成数量,则会抛出超出范围的参数。