在条件检查后,Unity中的Coroutine功能很难解决

时间:2018-05-16 06:42:40

标签: c# unity3d coroutine

我是Unity的新手,我只是创造了一个简单的星系射击游戏,我希望只有当玩家出现时才会产生敌人。所以我创建了一个检查playerExists条件的协程,如果结果是true,它应该进一步继续每5秒产生一次敌人。但由于某种原因,它只会产生一个敌人。我在这里错过了什么吗? 下面是我的SpawnManager,它控制了产卵行为。

public class SpawnManager : MonoBehaviour {

[SerializeField]
private GameObject _enemyShipPrefab;
[SerializeField]
private GameObject[] _powerUp;
UIManager _uimanager;


// Use this for initialization
void Start () {
    _uimanager = GameObject.Find("Canvas").GetComponent<UIManager>();
    StartCoroutine(SpawnPowerUps());
    StartCoroutine(SpawnEnemy());

}

IEnumerator SpawnEnemy(){
    while (_uimanager.playerExists == true)
    {
            Vector3 position = new Vector3(Random.Range(-8.23f, 8.23f), 5.7f, 0.0f);
            Instantiate(_enemyShipPrefab, position, Quaternion.identity);
            yield return new WaitForSeconds(5.0f);
    }

}

}

下面是我的UIManager,我控制着播放器的存在。

public class UIManager : MonoBehaviour {

// Use this for initialization
public bool playerExists = false; 
public int playerScores = 0; 
public Sprite[] lives;
public Image playerLivesImagesToBeShown;
public Text playerScoreToBeShown;
public Image titleImage;
public GameObject playerPrefab;
void Start()
{

}

void Update()
{

        if (Input.GetKeyDown(KeyCode.Space) && playerExists == false){
            titleImage.gameObject.SetActive(false);
            Instantiate(playerPrefab, new Vector3(0, 0, 0), Quaternion.identity);
            playerScores = 0;
            playerScoreToBeShown.text = "Score : 0";
            playerExists = true;
        }


}


public void updateLives(int livesToView ){
    playerLivesImagesToBeShown.sprite = lives[livesToView];
            if(livesToView == 0){
                playerExists = false;
                titleImage.gameObject.SetActive(true);
            }
}

1 个答案:

答案 0 :(得分:4)

在您的代码的第一个声音(以及所描述的问题)中,我会说,您的SpawnEnemy() Coroutine会一直运行并在之后退出。 你必须将它锁定在某个循环中,如下所示:

IEnumerator SpawnEnemy ()
{
    while (true) // Keep checking
    {
        if(_uimanager.playerExists == true)
        {
            Vector3 position = new Vector3(Random.Range(-8.23f, 8.23f), 5.7f, 0.0f);
            Instantiate(_enemyShipPrefab, position, Quaternion.identity);            
            yield return new WaitForSeconds (5.0f);  // After spawning waits 5secs
        }
        yield return null; // Starts loop with next frame.
    }
}