我正在尝试设置一个冲刺能力来更新玩家速度,等待一段时间 (dashTime
),然后将 canDash
设置为 false 一段时间 ( dashCooldown
).
然而,waitForSeconds
似乎不起作用,因为 canDash
布尔值在切换回真值之前只保持一瞬间的假。
PlayerAbility.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAbilities : MonoBehaviour
{
// Scripts & Data
[SerializeField] PlayerController s_PC;
internal PlayerData pd = new PlayerData();
private void Awake() {
pd.canDash = true;
}
// Dash
internal IEnumerator Dash()
{
pd.CanDash = false;
Debug.Log("dash, dash baby");
// Perform dash and update canDash
s_PC.rb2d.velocity = s_PC.s_PlayerMovement.moveInput * pd.dashSpeed;
yield return new WaitForSeconds(pd.dashTime); // Wait set time for dash to happen
s_PC.UpdateState(PlayerController.State.Normal); // Change state back to normal
// Cooldown dash
yield return new WaitForSeconds(pd.dashCooldown); // Cooldown dash
pd.CanDash = true;
}
}
PlayerController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
// Scripts & Data
[SerializeField] internal PlayerAbilities s_PlayerAbilities;
[SerializeField] internal PlayerInput s_PlayerInput;
internal PlayerData pd = new PlayerData();
// Update is called once per frame
private void FixedUpdate()
{
// Check if user has control of player
if (pd.canControlPlayer)
{
// Update player state
switch (playerState)
{
case State.Normal:
s_PlayerMovement.Move();
break;
case State.Dash:
StartCoroutine(s_PlayerAbilities.Dash());
break;
case State.DodgeRoll:
StartCoroutine(s_PlayerAbilities.DodgeRoll());
break;
}
}
}
}
玩家数据.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[Serializable]
public class PlayerData
{
// Dash
internal float dashSpeed = 50f;
internal float dashTime = 0.2f;
internal float dashCooldown = 5f;
internal bool canDash = true;
internal bool CanDash {
get { return canDash; }
set { canDash = value; }
}
}
PlayerInput.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerInput : MonoBehaviour
{
// Scripts & Data
[SerializeField] PlayerController s_PC;
internal PlayerData pd = new PlayerData();
// Input Actions
internal PlayerInputActions playerInputActions;
private void Awake() {
// Define new player input
playerInputActions = new PlayerInputActions();
}
private void Update()
{
// Check if player state is normal
if (s_PC.playerState == PlayerController.State.Normal)
{
// Check for button presses
if (playerInputActions.Movement.DodgeRoll.triggered)
s_PC.UpdateState(PlayerController.State.DodgeRoll);
}
}
}
答案 0 :(得分:-1)
代码过于复杂,你只是在某处犯了无数个简单的错误中的一个
按照正常调试。
开始改变这个
yield return new WaitForSeconds(pd.dashCooldown);
到这里
Debug.Log("test with number");
yield return new WaitForSeconds(20f);
Debug.Log("tested with number");
然后从那里开始。
顺便说一句,FixedUpdate()
有一些完全错误的地方。出于某种原因,你被称为 Dash(和其他人)每一帧。这似乎完全错误。你会在按下按键时一次调用这种东西。
您可能已经遭受过这种陷阱:
https://stackoverflow.com/a/35166004/294884
由于所有奇怪的变量。