** Unity5.6.5f1 / C#
我用协程运行动画。
而不是在更新函数中创建多个if语句,
我认为协程会更好。
但是我认为我过多地使用了'yield return new WaitForSeconds',
以这种方式编写协程是否常见?
private IEnumerator AnimationControl()
{
yield return new WaitForSeconds(41f);
objAni.gameObject.SetActive(true);
obj2Ani.gameObject.SetActive(true);
obj3Ani.gameObject.SetActive(true);
objAni.Play("Stay");
obj2Ani.Play("Stay");
obj3Ani.Play("Stay");
yield return new WaitForSeconds(5.667f);
objAni.Play("Run");
obj2Ani.Play("Run");
obj3Ani.Play("Action");
yield return new WaitForSeconds(3.666f);
objAni.Play("Fire01");
yield return new WaitForSeconds(2.334f);
obj3Ani.Play("Panic");
obj2Ani.gameObject.SetActive(false);
yield return new WaitForSeconds(8.333f);
objAni.Play("Fire02");
yield return new WaitForSeconds(6.333f);
objAni.Play("Fire03");
yield return new WaitForSeconds(6.1337f);
obj3Ani.Play("Stay");
objAni.Play("Stay");
yield return new WaitForSeconds(3.2003f);
obj3Ani.Play("Surprise02");
objAni.Play("Surprise");
yield return new WaitForSeconds(3.333f);
obj3Ani.Play("Run");
objAni.Play("Run");
yield return new WaitForSeconds(6f);
objAni.Play("Stay");
yield return new WaitForSeconds(1.667f);
objAni.Play("Run");
yield return new WaitForSeconds(2.333f);
obj3Ani.gameObject.SetActive(false);
yield return new WaitForSeconds(0.667f);
objAni.gameObject.SetActive(false);
yield return new WaitForSeconds(1.333f);
textObj.SetActive(false);
yield return new WaitForSeconds(2.667f);
endingObj.SetActive(true);
allObj.SetActive(false);
}
感谢阅读。
答案 0 :(得分:2)
这正是协程的用途,它是按顺序执行许多代码,甚至可以随时等待。其实不算太多。我看到的唯一问题是每次都创建新的WaitForSeconds
。如果您知道等待时间或对时间进行了硬编码,请在函数外部声明WaitForSeconds
,然后屈服于它们。这实际上取决于您调用AnimationControl
函数的频率。
例如
private IEnumerator AnimationControl()
{
yield return new WaitForSeconds(41f);
objAni.gameObject.SetActive(true);
obj2Ani.gameObject.SetActive(true);
obj3Ani.gameObject.SetActive(true);
objAni.Play("Stay");
obj2Ani.Play("Stay");
obj3Ani.Play("Stay");
yield return new WaitForSeconds(5.667f);
objAni.Play("Run");
obj2Ani.Play("Run");
obj3Ani.Play("Action");
}
成为
WaitForSeconds wTime1 = new WaitForSeconds(41f);
WaitForSeconds wTime2 = new WaitForSeconds(5.667f);
private IEnumerator AnimationControl()
{
yield return wTime1;
objAni.gameObject.SetActive(true);
obj2Ani.gameObject.SetActive(true);
obj3Ani.gameObject.SetActive(true);
objAni.Play("Stay");
obj2Ani.Play("Stay");
obj3Ani.Play("Stay");
yield return wTime2;
objAni.Play("Run");
obj2Ani.Play("Run");
obj3Ani.Play("Action");
}
如果您确实想减少WaitForSeconds
代码,则可以围绕它编写包装类。此类应保留等待时间甚至更好的时间,请使用WaitForSeconds
实例,然后使用Action
表示要在等待之后执行的代码。为此List
创建一个class
,在其上循环,等待,然后执行Action
变量中的代码。
包装器类:
public class AnimControlInfo
{
public WaitForSeconds waitTime;
public Action action;
}
创建列表:
List<AnimControlInfo> animInfo = new List<AnimControlInfo>();
初始化List
,以便可以在AnimationControl
函数中使用它:
void InitControlAnimInfo()
{
AnimControlInfo aI1 = new AnimControlInfo();
aI1.waitTime = new WaitForSeconds(41f);
aI1.action = delegate
{
objAni.gameObject.SetActive(true);
obj2Ani.gameObject.SetActive(true);
obj3Ani.gameObject.SetActive(true);
objAni.Play("Stay");
obj2Ani.Play("Stay");
obj3Ani.Play("Stay");
};
AnimControlInfo aI2 = new AnimControlInfo();
aI2.waitTime = new WaitForSeconds(5.667f);
aI2.action = delegate
{
objAni.Play("Run");
obj2Ani.Play("Run");
obj3Ani.Play("Action");
};
//Add to List
animInfo.Add(aI1);
animInfo.Add(aI2);
}
然后使用您新的AnimationControl
函数来等待并播放动画或激活/停用GameObects:
private IEnumerator AnimationControl()
{
//Loop over the List, wait then do action
for (int i = 0; i < animInfo.Count; i++)
{
yield return animInfo[i].waitTime;
if (animInfo[i].action != null)
animInfo[i].action();
}
}
AnimationControl
函数中的代码量已减少。它还减少了WaitForSeconds
类的过度使用。