我想在游戏RestoreHealth()
中统一模拟游戏中的生命恢复。
我是否想通过创建一个子进程来思考它,所以当我调用wait时,它不会影响任何当前正在运行的进程或线程,并且该子进程将在函数完成后死亡。
public void RestoreHealth() {
if (health >= MaxHealth) return; // health and MaxHealth are Class variables
if (health % 10 != 0) { // if health is not dividable by 10
int temp = health % 10; // then we round it to the closest
//tenth
temp = 10 - temp;
health += temp;
}
int i = health;
for (; i < MaxHealth; i += 10) { // where the health grows till 100
health += 10;
// sleep(1000); // make function wait for '1 second' to iterate again
Debug.Log("Health: " + health);
}
}
在这种情况下,如何在C#中创建子进程或统一处理并使其等待?
是否像C中的Fork();
一样?
此外,当玩家最初受到伤害时会调用此函数。
解决方案:
注意:我将“健康”改为“盔甲”
public IEnumerator RestoreArmour() {
while (_Armour < _MaxArmour) {
_Armour++;
Debug.Log("Health: " + _Armour);
yield return new WaitForSeconds(ArmourRegenRate); // ArmourRegenRate is a
// float for the seconds
}
}
并使用它来启动协程
void Start(){
StartCoroutine(player.RestoreArmour());
}
答案 0 :(得分:5)
在Unity中,您与协同程序一起实现这种异步的“线程化”行为
IEnumerator RestoreHealth() {
while (health != MaxHealth) {
health++;
yield return new WaitForEndOfFrame();
}
}
然后用
调用它StartCoroutine(RestoreHealth());
为了阻止现有的协程开始运行并启动新的协程,这是您要达到的目的:
private Coroutine _myCoroutine = null;
void SomeMethod()
{
if (_myCoroutine != null)
StopCoroutine(_myCoroutine);
_myCoroutine = StartCoroutine(SomeOtherMethod());
}
一种常见的功能是在玩家X秒钟内未受到伤害时可以恢复盔甲:
private bool _shouldRestoreArmour = true;
private Coroutine _pauseArmorCoroutine = null;
void Update()
{
if (_shouldRestoreArmour)
Armor += ArmorRegenerationPerSecond * Time.deltaTime;
}
void PlayerTakeDamage()
{
if (_pauseArmorCoroutine != null)
StopCoroutine(_pauseArmorCoroutine);
_pauseArmorCoroutine = StartCoroutine(PauseRestoreArmor());
// Take damage code
}
IEnumerator PauseRestoreArmor()
{
_shouldRestoreArmor = false;
yield return new WaitForSeconds(RESTORE_ARMOR_DELAY_TIME);
_shouldRestoreArmor = true;
}
在此情况下,玩家将一直恢复装甲,但在受到伤害后的X秒内除外。如果玩家多次受到伤害,我们将简单地放弃先前的协程并开始一个新的协程,这样距最后一击将有X秒钟的刷新时间。
答案 1 :(得分:0)
假设您以更新方法运行此计时器,则可以创建一个计时器
private float timer = 1;
private float timerReset = 1;
private void Update(){
RestoreHealth();
}
public void RestoreHealth() {
if (health >= MaxHealth) return; // health and MaxHealth are Class variables
if (health % 10 != 0) { // if health is not dividable by 10
int temp = health % 10; // then we round it to the closest tenth
temp = 10 - temp;
health += temp;
}
int i = health;
for (; i < MaxHealth; i += 10) { // where the health grows till 100
if(timer > 0){
timer -= 1 * time.deltaTime;
}else{
health += 10;
Debug.Log("Health: " + health);
timer = timerReset;
}
}
}
或者您可以简单地每秒给玩家1点生命值,或者例如任意数量
public void RestoreHealth() {
if (health >= MaxHealth) return; // health and MaxHealth are Class variables
if (health % 10 != 0) { // if health is not dividable by 10
int temp = health % 10; // then we round it to the closest tenth
temp = 10 - temp;
health += temp;
}
int i = health;
for (; i < MaxHealth; i += 10) { // where the health grows till 100
health += 10 * 1 * time.deltaTime;
Debug.Log("Health: " + health);
timer = timerReset;
}
}
因此,在这种情况下,您的播放器每秒获得10点生命值,但是该值始终会上升,因此在短短的一秒钟内,播放器生命值将每100ms增加1点生命值