我正在使用Unity,这就是我想要做的事情:以10秒的时差播放 animationType 。我希望代码循环播放动画并每次播放它们10秒。代码运行没有错误,除了结果不是我预期的结果。它播放第一个动画,拳击,持续10秒,当它即将播放 Backflip 动画时,它开始对角色做一些奇怪的事情。这就是出错的地方。
这是我的代码:
public class BeBot_Controller : MonoBehaviour
{
Animator anim;
string animationType;
string[] split;
int arrayLength;
void Start()
{
//AndroidJavaClass pluginClass = new AndroidJavaClass("yenettaapp.my_bebot_plugin.My_BeBot_Plugin");
//animationType = pluginClass.CallStatic<string>("getMessage");
animationType="Null,Boxing,Backflip";
split = animationType.Split(',');
anim = gameObject.GetComponentInChildren<Animator> ();
arrayLength = split.Length;
}
// Update is called once per frame
void Update () {
if (arrayLength > 1){
StartCoroutine ("LoopThroughAnimation");
}
}
IEnumerator LoopThroughAnimation()
{
for (int i = 1 ; i < arrayLength; i++) {
animationType = split [i];
//anim.SetInteger ("AnimPar", 0);
anim.Play (animationType);
yield return new WaitForSeconds (10);
}
}
}
那我在这里做错了什么?还有其他方法可以解决这个问题吗?
答案 0 :(得分:1)
由于您的动画循环只需要调用一次,只需将StartCoroutine()
移至Start()
并删除Update()
内容:
public class BeBot_Controller : MonoBehaviour
{
private Animator anim;
private string animationType;
private string[] split;
private int arrayLength;
void Start ()
{
//AndroidJavaClass pluginClass = new AndroidJavaClass("yenettaapp.my_bebot_plugin.My_BeBot_Plugin");
//animationType = pluginClass.CallStatic<string>("getMessage");
animationType = "Null,Boxing,Backflip";
split = animationType.Split(',');
anim = gameObject.GetComponentInChildren<Animator>();
arrayLength = split.Length;
// Call here
StartCoroutine(LoopThroughAnimation());
}
IEnumerator LoopThroughAnimation ()
{
for (int i = 1; i < arrayLength; i++)
{
animationType = split[i];
Debug.Log(animationType);
//anim.SetInteger ("AnimPar", 0);
anim.Play(animationType);
yield return new WaitForSeconds(10);
}
}
}