我对自己的代码有疑问。 现在,我使一个文本UI在碰撞后显示在屏幕上,并且我还想让文本在2秒钟后消失,以便在再次发生新的碰撞后可以再次显示它。那么,我该如何设置计时器来获取此功能? 非常感谢!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CollisionWithPlayer : MonoBehaviour
{
int score;
// Start is called before the first frame update
void Start()
{
score = 0;
GameObject.Find("message").GetComponent<Text>().text ="";
GameObject.Find("collect").GetComponent<Text>().text = "";
GameObject.Find("score").GetComponent<Text>().text = "";
}
// Update is called once per frame
void Update()
{
}
void OnCollisionEnter(Collision collision)
{
print("Collided with " + collision.collider.gameObject.tag);
if (collision.collider.gameObject.tag == "pick_me")
{
GameObject.Find("collect").GetComponent<Text>().text = "You have collected an object!";
Destroy(collision.collider.gameObject);
//yield return new WaitForSeconds(2);
//Destroy(GameObject.Find("collect"));
score++;
GameObject.Find("score").GetComponent<Text>().text = "score = " + score;
print("Score " + score);
}
if (collision.collider.gameObject.name == "end" && score == 4)
{
print("Congratulations!");
GameObject.Find("message").GetComponent<Text>().text = "Congratulations!";
}
}
}
在我的代码中,我有4个球属于“ pick_me”。我想要文本“您已经收集了一个物体!”出现在玩家与球碰撞时,然后在2秒后消失,下一次,玩家与另一个球碰撞,文本再次出现。 那我该怎么办?
答案 0 :(得分:1)
您应将coroutine与WaitForSeconds一起使用。例如:
IEnumerable OnCollisionCoroutine()
{
// Do stuff here to make the text visible
yield return new WaitForSeconds(2);
// Do stuff here to hide the text
}
然后,当检测到冲突时,调用:
StartCoroutine(OnCollisionCoroutine());