我希望按下oculus go上的触发器时旋转游戏对象,但是只有这样,我才有以下代码。不幸的是,即使我将手指从扳机上移开,这也会持续旋转
public GameObject dummyrotate;
private bool rotate = false;
float rotationAmount = .3f;
float delaySpeed = .1f;
public void rotateAntiClockwise()
{
StartCoroutine(SlowSpin2());
}
public IEnumerator SlowSpin2()
{
float count = 0;
while (count <= 90)
{
dummyrotate.transform.Rotate(new Vector3(0,-rotationAmount,0));
count += rotationAmount;
yield return new WaitForSeconds(delaySpeed);
}
}
非常感谢 乔诺
答案 0 :(得分:0)
好吧,问题是一旦您触发旋转,由于您的while循环,将需要30秒才能完成coroutine
。而且,当再次触发它时,您将启动另一个coroutine
,它将像这样永远持续下去。我假设每次按下触发器时都会调用rotateAntiClockwise
方法。
我还假设您想将对象沿y轴旋转90度,您可以这样实现:
bool isRunning = false;
//Make sure this variable is true when triggered and false when not
bool isTrigger = false;
float rotationAmount = 0.3f;
public IEnumerator SlowSpin2()
{
isRunning = true;
//This will rotate the object continuously until isTriggered is false
while (isTriggered)
{
Debug.Log("Rotating");
transform.Rotate(new Vector3(0, -rotationAmount, 0));
yield return null;
}
Debug.Log(Time.time);
isRunning = false;
}
此脚本将在2秒内将对象从0缓慢旋转到90。
然后,您必须像这样修改rotateAntiClockwise
,以便在该协程已经运行时不会启动另一个协程。
public void rotateAntiClockwise()
{
if(!isRunning)
StartCoroutine(SlowSpin2());
}