我有一个计时器,每3秒倒计时一次(白色圆圈)。它有一个名为ReloadTimer的脚本。
我有一个脚本可以发射子弹(TankShooter)并重新加载3秒钟。
如何在重装时开始倒计时?
我试过看了很多Unity论坛,这些建议没有用。
ReloadTimer.cs
[ExecuteInEditMode]
public class ReloadTimer : MonoBehaviour
{
public Image filled;
public Text text;
public float maxValue = 3;
public float value = 0;
// UpdateReload is called once per frame
public void UpdateReload ()
{
value = Mathf.Clamp(value, 0, maxValue);
float amount = value / maxValue;
filled.fillAmount = amount;
text.text = value.ToString();
}
}
TankShooter
public int m_PlayerNumber = 1;
public Rigidbody m_Shell;
public Transform m_FireTransform;
public AudioSource m_ShootingAudio;
public AudioClip m_FireClip;
public float m_ShellVelocity = 100f;
private string m_FireButton;
public int maxAmmo = 5;
private int currentAmmo;
public float reloadTime = 2f;
private bool isReloading = false;
public ReloadTimer reloadTimer;
public class TankShootingT : NetworkBehaviour
{
public ReloadTimer reloadTimer;
private void Start()
{
if (!isLocalPlayer)
{
return;
}
currentAmmo = maxAmmo;
m_FireButton = "Fire" + m_PlayerNumber;
}
private void Update()
{
if (isReloading)
return;
if (currentAmmo <= 0)
{
StartCoroutine(Reload());
return;
}
reloadTimer.UpdateReload();
if (m_FireButton == "Fire1" && Input.GetButtonUp(m_FireButton))
{
// we released the button, have not fired yet
CmdShoot();
}
}
IEnumerator Reload()
{
isReloading = true;
Debug.Log("Reloading...");
yield return new WaitForSeconds(reloadTime);
currentAmmo = maxAmmo;
isReloading = false;
}
[Command]
private void CmdShoot()
{
currentAmmo--;
// Instantiate and launch the shell.
Rigidbody shellInstance = Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
shellInstance.velocity = m_ShellVelocity * m_FireTransform.forward;
// Server spawns the shell
NetworkServer.Spawn(shellInstance.gameObject);
m_ShootingAudio.clip = m_FireClip;
m_ShootingAudio.Play();
}
}
答案 0 :(得分:1)
对于初学者来说,UpdateReload
之类的事情并不是每帧会被调用一次&#34;因为这不是一个预定的Unity函数,它只是你创建的一个函数(你可以阅读这个here)。另一个问题是你甚至没有在脚本中的任何其他地方调用该函数。即使您这样做,Mathf.Clamp()
也需要放在Update()
函数中,以便每帧都可以更新它的值。
我对您发布的脚本进行了一些修改,但我还没有对它们进行过测试。尝试一下,让我知道它是怎么回事:
<强> ReloadTimer.cs 强>
public class ReloadTimer : MonoBehaviour
{
public static ReloadTimer Instance { set; get; }
public Image filled;
public Text text;
public float coolDownTime = 3;
public bool isCoolingDown = false;
void Awake()
{
Instance = this;
}
void Update()
{
if (isCoolingDown == true)
{
filled.fillAmount += 1.0f / coolDownTime * Time.deltaTime;
int percentageInt = Mathf.RoundToInt((filled.fillAmount / coolDownTime) * 10);
text.text = percentageInt.ToString();
}
}
}
<强> TankShootingT.cs 强>
public int m_PlayerNumber = 1;
public Rigidbody m_Shell;
public Transform m_FireTransform;
public AudioSource m_ShootingAudio;
public AudioClip m_FireClip;
public float m_ShellVelocity = 100f;
private string m_FireButton;
public int maxAmmo = 5;
private int currentAmmo;
public float reloadTime = 2f;
private bool isReloading = false;
public ReloadTimer reloadTimer;
public class TankShootingT : NetworkBehaviour
{
public ReloadTimer reloadTimer;
private void Start()
{
if (!isLocalPlayer)
{
return;
}
currentAmmo = maxAmmo;
m_FireButton = "Fire" + m_PlayerNumber;
}
private void Update()
{
if (isReloading)
return;
if (currentAmmo <= 0)
{
StartCoroutine(Reload());
return;
}
reloadTimer.UpdateReload();
if (m_FireButton == "Fire1" && Input.GetButtonUp(m_FireButton))
{
// we released the button, have not fired yet
CmdShoot();
}
}
IEnumerator Reload()
{
isReloading = true;
ReloadTimer.Instance.isCoolingDown = true;
Debug.Log("Reloading...");
yield return new WaitForSeconds(reloadTime);
currentAmmo = maxAmmo;
isReloading = false;
ReloadTimer.Instance.isCoolingDown = false;
ReloadTimer.Instance.filled.fillAmount = 0.0f;
}
[Command]
private void CmdShoot()
{
currentAmmo--;
// Instantiate and launch the shell.
Rigidbody shellInstance = Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
shellInstance.velocity = m_ShellVelocity * m_FireTransform.forward;
// Server spawns the shell
NetworkServer.Spawn(shellInstance.gameObject);
m_ShootingAudio.clip = m_FireClip;
m_ShootingAudio.Play();
}
}
希望这有点帮助。