一段时间后产生物体会根据时间尺度产生不同的结果

时间:2018-04-17 11:43:39

标签: c# unity3d

这是我脚本的一部分。 GameObjects在我期望的时候不会产生。我试图改变与延迟值相关的时间尺度(即,时间尺度= 1& baseDelay = .1f到时间尺度= 10& baseDelay = 1)。这有点像魅力,我真的不知道为什么。我的代码有问题吗? FixedUpdate和小浮点数存在统一问题吗?

图片:

using System; using System.Collections; 
using System.Collections.Generic; 
using UnityEngine;

public class GameController : MonoBehaviour { 
internal int xCount = 5; //bricks in x per line 
internal float spacing = .5f; //space between bricks and margin to edges 
internal float baseDelay = .1f; //time that needs to pass until the next movement internal 
float brickMovementPerStep = .05f; //movement distance per step 
int currentLineNumber = 0; //index for current line

 void FixedUpdate()
 {
 //accurate value of space which needs to pass
 float dist = ((screenSize.x - (2 * spacing + ((xCount - 1) * spacing))) / xCount) * .667f + spacing;

 float stepsPerSecond = 1 / baseDelay; //how many steps are there per second?
 float movementPerSecond = stepsPerSecond * brickMovementPerStep; //how far will a line have moved?
 float requiredTime = dist / movementPerSecond; //how long will a line need to travel until the next one can be spawned?

 timeSinceLastSpawn += Time.deltaTime;
 if(timeSinceLastSpawn >= requiredTime)
 {
     timeSinceLastSpawn = 0; //reset time
     currentLineNumber++;
     SpawnAndStartLevel(); //this instantiates and moves the line, it is moved continously
 }

}

2 个答案:

答案 0 :(得分:1)

Time.deltaTime将用于更新每一帧的函数。 FixedUpdate()不会每帧运行。 FixedUpdate()用于物理 - 因为你没有做任何物理,你应该将它重命名为Update()。我敢打赌,这将解决你的时间错误。 Read More

答案 1 :(得分:0)

当然可能发生舍入错误。我建议使用带有yield return WaitForSeconds(float)的Coroutine,因为你似乎在固定的时间间隔内做了什么。

internal int xCount = 5; //bricks in x per line 
internal float spacing = .5f; //space between bricks and margin to edges 
internal float baseDelay = .1f; //time that needs to pass until the next movement internal 
float brickMovementPerStep = .05f; //movement distance per step 
int currentLineNumber = 0; //index for current line

bool run = true;
bool reset = false;

void Start() {
    StartCoroutine(LineRoutine(baseDelay));
}

public IEnumerator LineRoutine(float delay) {

    while (run){
        float dist = ((screenSize.x - (2 * spacing + ((xCount - 1) * spacing))) / xCount) * .667f + spacing;

        float stepsPerSecond = 1 / delay; //how many steps are there per second?
        float movementPerSecond = stepsPerSecond * brickMovementPerStep; //how far will a line have moved?
        float requiredTime = dist / movementPerSecond; //how long will a line need to travel until the next one can be spawned?
        while (!reset) {

            // stuff to happen every [requredTime] seconds
            yield return new WaitForSeconds(requiredTime);

            currentLineNumber++;
            SpawnAndStartLevel();
        }
        reset = false;
    }
}

顺便说一下,你是否在FixedUpdate中使用Time.deltaTime或Time.fixedDeltaTime并不重要,如unity docs

中所述

请注意,我不会重复计算每次迭代所需的时间,因为在我看来它不会不断变化。但是,如果将reset设置为true,它将离开该循环并重新计算所需的时间。