。 我决定编写一个自定义脚本,不必一直使用mathf.lerp,但是它似乎无法正常工作,我也不知道为什么。
这是您要做的测试
1)创建一个新场景并在其中添加一个新立方体
2)将“ call_timer.cs”添加到多维数据集
3)按播放
4)如果您按“ o”,则“ molo”的值将从0秒增加到2秒7秒
5)如果按“ u”,则“ mola”的值将在6秒内从0增加到
6)那么我的问题在哪里,或者错误在哪里?:在控制台中,我可以看到该值在增加,但是在“检查器”中该值仍然为0,而我没有确切知道为什么
这是2个cs文件:
x_timeClass:
/// <summary>
/// This script is The sole property of The Mabiala Society
/// In this script i did not want to work with mathf and lerp all the time
/// so i decided to put all of them here :P
///
/// NOTE: script 95% completed
/// </summary>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class x_time
{
//in case you want to yield return something directly after the increase or decrease is done
public float durationOf_SimplyIncrease;
public float durationOf_ModifyAndIncrease;
public float durationOf_SimplyDecrease;
public float durationOf_HalfIncreaseAndDecrease;
public float durationOf_EquallyIncreaseAndDecrease;
public float durationOf_UnequallyIncreaseAndDecrease;
//use these bool to know if one coroutine is being executed by an object
public bool isSimplyIncrease_BeingUsed = false;
public bool isModifyAndIncrease_BeingUsed = false;
public bool isSimplyDecrease_BeingUsed = false;
public bool isHalfIncreaseAndDecrease_BeingUsed = false;
public bool isEquallyIncreaseAndDecrease_BeingUsed = false;
public bool isUnequallyIncreaseAndDecrease_BeingUsed = false;
//set tHem to true for testing
public bool showLogOf_SimplyIncrease = false;
public bool showLogOf_ModifyAndIncrease = false;
public bool showLogOf_SimplyDecrease = false;
public bool showLogOf_HalfIncreaseAndDecrease = false;
public bool showLogOf_EquallyIncreaseAndDecrease = false;
public bool showLogOf_UnequallyIncreaseAndDecrease = false;
//-- INCREASING --\\
/// <summary>
/// This is the basic one, just move "variableX" to "toValue" over a period of time
/// </summary>
public IEnumerator SimplyIncrease(float variableX , float toValue , float during)
{
if (variableX >= toValue)
{
Debug.LogError(variableX +" is greater than "+ toValue + " , you cannot increase ,please Fix it and try agian");
yield break;
}
float increaseCounter = 0f;
durationOf_SimplyIncrease = during;
while (increaseCounter < during)
{
variableX = Mathf.Lerp (variableX, toValue, increaseCounter / during);
increaseCounter += Time.deltaTime;
if (showLogOf_SimplyIncrease == true)
{
Debug.Log (variableX);
}
yield return null;
}
variableX = toValue;
}
/// <summary>
/// This modify "variableX" to "fromValue" before attempting to increase it to "toValue" over a period of time.
/// Here we force the given variable to take the value of "fromValue", this might result in weird behavior, proceed with caution
/// </summary>
public IEnumerator ModifyAndIncrease(float variableX , float fromValue , float toValue , float during)
{
float counter = 0f;
durationOf_ModifyAndIncrease = during;
variableX = fromValue;
while (counter < during)
{
variableX = Mathf.Lerp (fromValue, toValue, counter / during);
counter += Time.deltaTime;
if (showLogOf_ModifyAndIncrease == true)
{
Debug.Log (variableX);
}
yield return null;
}
variableX = toValue;
}
//-- DECREASE --\\
/// <summary>
/// This will decrease "variableX" to "toValue" over "during" period of time
/// </summary>
public IEnumerator SimplyDecrease(float variableX , float toValue , float during)
{
if (toValue >= variableX)
{
Debug.LogError(toValue +" is greater than "+ variableX+ " you cannot decrease ,please Fix it and try agian");
yield break;
}
float decreaseCounter = 0f;
durationOf_SimplyDecrease = during;
while (decreaseCounter < during)
{
variableX = Mathf.Lerp (variableX, toValue, decreaseCounter / during);
decreaseCounter += Time.deltaTime;
if (showLogOf_SimplyDecrease == true)
{
Debug.Log (variableX);
}
yield return null;
}
variableX = toValue;
}
//-- INCREASE AND DECREASE --\\
/// <summary>
/// This will increase "_variableX" from "_fromValue" to "_toValue" on the first half of the time and decrease "_variableX" to "_fromValue" from "_fromValue" on the other half
/// </summary>
public IEnumerator HalfIncreaseAndDecrease(float _variableX , float _fromValue , float _toValue , float _during)
{
if (_variableX >= _toValue)
{
Debug.LogError(_variableX +" is greater than "+ _toValue + " Please Fix it and try agian");
yield break;
}
float halfIncreaseAndDecreaseCounter = 0f;
_during = _during / 2f;
durationOf_HalfIncreaseAndDecrease = _during;
while (halfIncreaseAndDecreaseCounter < _during)
{
_variableX = Mathf.Lerp (_fromValue, _toValue, halfIncreaseAndDecreaseCounter / _during);
halfIncreaseAndDecreaseCounter += Time.deltaTime;
if (showLogOf_HalfIncreaseAndDecrease == true)
{
Debug.Log (_variableX);
}
yield return null;
}
_variableX = _toValue;
//now we start decreasing
yield return HalfInnerDecreaseS (_variableX, _toValue, _fromValue, _during);
}
IEnumerator HalfInnerDecreaseS (float In_VariableX , float In_FromValue , float In_ToValue , float In_During)
{
float halfInnerCounter = 0f;
while (halfInnerCounter < In_During)
{
In_VariableX = Mathf.Lerp (In_FromValue , In_ToValue, halfInnerCounter / In_During);
halfInnerCounter += Time.deltaTime;
if (showLogOf_HalfIncreaseAndDecrease == true)
{
Debug.Log (In_VariableX);
}
yield return null;
}
In_VariableX = In_ToValue;
}
/// <summary>
/// This will equally increase "_variableX" to "_toValue" and decrease "_variableX" to "_fromValue" for "_during" amount of time.
/// In short, it takes double the time it is given to complete
/// </summary>
public IEnumerator EquallyIncreaseAndDecrease(float _variableX , float _fromValue , float _toValue , float _during)
{
if (_variableX >= _toValue)
{
Debug.LogError(_variableX +" is greater than "+ _toValue + " Please Fix it and try agian");
yield break;
}
float EquallyincreaseAndDecreaseCounter = 0f;
durationOf_EquallyIncreaseAndDecrease = _during * 2;
while (EquallyincreaseAndDecreaseCounter < _during)
{
_variableX = Mathf.Lerp (_fromValue, _toValue, EquallyincreaseAndDecreaseCounter / _during);
EquallyincreaseAndDecreaseCounter += Time.deltaTime;
if (showLogOf_EquallyIncreaseAndDecrease == true)
{
Debug.Log (_variableX);
}
yield return null;
}
_variableX = _toValue;
//now we start decreasing
yield return InnerDecrease (_variableX, _toValue, _fromValue, _during);
}
IEnumerator InnerDecrease (float In_VariableX , float In_FromValue , float In_ToValue , float In_During)
{
float innerCounter = 0f;
while (innerCounter < In_During)
{
In_VariableX = Mathf.Lerp (In_FromValue , In_ToValue, innerCounter / In_During);
innerCounter += Time.deltaTime;
if (showLogOf_EquallyIncreaseAndDecrease == true)
{
Debug.Log (In_VariableX);
}
yield return null;
}
In_VariableX = In_ToValue;
}
/// <summary>
/// You can increase faster and decrease slower or vice-verca
/// </summary>
public IEnumerator UnequallyIncreaseAndDecrease(float _variableX , float _fromValue , float _toValue , float increaseFor , float decreaseFor)
{
if (_variableX >= _toValue)
{
Debug.LogError(_variableX +" is greater than "+ _toValue + " Please Fix it and try agian");
yield break;
}
float UnequallyIncreaseAndDecreaseCounter = 0f;
durationOf_UnequallyIncreaseAndDecrease = increaseFor;
while (UnequallyIncreaseAndDecreaseCounter < increaseFor)
{
_variableX = Mathf.Lerp (_fromValue, _toValue, UnequallyIncreaseAndDecreaseCounter / increaseFor);
UnequallyIncreaseAndDecreaseCounter += Time.deltaTime;
if (showLogOf_UnequallyIncreaseAndDecrease == true)
{
Debug.Log (_variableX);
}
yield return null;
}
_variableX = _toValue;
//now we start decreasing
yield return X_InnerDecrease (_variableX, _toValue, _fromValue, decreaseFor);
}
IEnumerator X_InnerDecrease (float In_VariableX , float In_FromValue , float In_ToValue , float In_During)
{
float innerCounter = 0f;
while (innerCounter < In_During)
{
In_VariableX = Mathf.Lerp (In_FromValue , In_ToValue, innerCounter / In_During);
innerCounter += Time.deltaTime;
if (showLogOf_UnequallyIncreaseAndDecrease == true)
{
Debug.Log (In_VariableX);
}
yield return null;
}
In_VariableX = In_ToValue;
}
}
call_timer.cs:
/// <summary>
/// This script is The sole property of The Mabiala Society
/// attach this script to a cube
/// Note: if you use a different method you need to make sure that showLog for that method is set to true
/// I decided set this bool because every time you use Debug.log.. an object is created..
/// and since my project is for mobile, i don't want my memory to increase for no reason :p
/// </summary>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class call_timer : MonoBehaviour
{
public x_time aTime;
[Range(0,10)]
public float molo = 0f;
[Range(0,10)]
public float mola=0f;
// Use this for initialization
void Start ()
{
aTime = new x_time ();
aTime.showLogOf_HalfIncreaseAndDecrease = true;
aTime.showLogOf_SimplyIncrease = true;
}
void Update()
{
// this will simply increase the value
if (Input.GetKeyDown ("u"))
{
StartCoroutine (aTime.SimplyIncrease (mola, 10f, 6f)); //<-- it does reach 10 in less than 6sec why?
}
if (Input.GetKeyDown ("o"))
{
doTimer ();
}
}
private void doTimer()
{
//aTime.increase (2f, 2f, 6f, 3f);
StartCoroutine(xxlo());
}
IEnumerator xxlo()
{
StartCoroutine(aTime.HalfIncreaseAndDecrease(molo,0f,2f,7f));
yield return null; //new WaitForSeconds (aTime.increaseDuration);
//print ("i shall be the last one");
}
}
感谢您抽出宝贵的时间来学习它。
答案 0 :(得分:1)
简而言之,您实际上从未更改过Inspector公开的值。并且您只记录参数或本地变量,而不记录实例字段(Inspector公开的实例字段)。
您的mola
和molo
是原始类型,并按值作为参数传递。更改函数中参数的值不会更改用于调用该函数的变量的值。
请参见ref
关键字https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/ref
答案 1 :(得分:0)
这是我所做的更正。.但我认为这不是一个很好的方法
公共类call_timer:MonoBehaviour {
public x_time aTime;
[Range(0,10)]
public float molo = 0f;
[Range(0,10)]
public float mola=0f;
void Update()
{
// this will simply increase the value
if (Input.GetKeyDown ("u"))
{
StartCoroutine (SimplyIncrease (10f, 6f)); //<-- it does reach 10 in less than 6sec why?
}
}
IEnumerator SimplyIncrease(float toValue, float during) {
x_time timer = new x_time();
IEnumerator e = timer.SimplyIncrease(toValue, during);
while (e.MoveNext()) {
molo = timer.position;
yield return e.Current;
}
molo = toValue;
}
}