我有一个我正在开发的游戏的伸缩钉武器,它只工作一次,但之后就不会再发射了:
public void ExpandSequence()
{
if (!mExpanding)
{
StartCoroutine(mExpand);
}
}
private IEnumerator _ExpandSequence()
{
mExpanding = true;
mBaseGoal = transform.localPosition + mBaseDistance * Vector3.up;
mConeGoal = mSpikeSections[5].localPosition + mConeDistance * Vector3.up;
while (transform.localPosition.y > mBaseSpikeEnd || mSpikeSections[1].localPosition.y > mCylinderEnd
|| mSpikeSections[5].localPosition.y > mConeEnd)
{ //only using the first cylinder section in the condition since they all move the same distance
transform.localPosition = Vector3.MoveTowards(transform.localPosition, mBaseGoal, mSpeed);
mSpikeSections[1].localPosition = mSpikeSections[2].localPosition = mSpikeSections[3].localPosition =
mSpikeSections[4].localPosition = Vector3.MoveTowards(mSpikeSections[1].localPosition, Vector3.up * mCylinderDistance, mSpeed);
mSpikeSections[5].localPosition = Vector3.MoveTowards(mSpikeSections[5].localPosition, mConeGoal, mSpeed);
if (Mathf.Approximately(transform.localPosition.y, mBaseSpikeEnd) &&
Mathf.Approximately(mSpikeSections[1].localPosition.y, mCylinderEnd) &&
Mathf.Approximately(mSpikeSections[5].localPosition.y, mConeEnd))
{
mExpanding = false; //probably unnecessary
transform.localPosition = mBaseGoal;
mSpikeSections[5].localPosition = mConeGoal;
yield break; //putting this here stops it from looping, but it still won't fire a second time
}
yield return null;
}
mExpanding = false;
}
public void CollapseSequence()
{
if (!mCollapsing)
{
StartCoroutine(mCollapse);
}
}
private IEnumerator _CollapseSequence()
{
mCollapsing = true;
mBaseGoal = transform.localPosition - mBaseDistance * Vector3.up;
mConeGoal = mSpikeSections[5].localPosition - mConeDistance * Vector3.up;
while (transform.localPosition.y < mBaseSpikeStart || mSpikeSections[1].localPosition.y < mCylinderStart
|| mSpikeSections[5].localPosition.y < mConeStart)
{ //only using the first cylinder section in the condition since they all move the same distance
transform.localPosition = Vector3.MoveTowards(transform.localPosition, mBaseGoal, mSpeed);
mSpikeSections[1].localPosition = mSpikeSections[2].localPosition = mSpikeSections[3].localPosition =
mSpikeSections[4].localPosition = Vector3.MoveTowards(mSpikeSections[1].localPosition, Vector3.zero, mSpeed);
mSpikeSections[5].localPosition = Vector3.MoveTowards(mSpikeSections[5].localPosition, mConeGoal, mSpeed);
if (Mathf.Approximately(transform.localPosition.y, mBaseSpikeStart) &&
Mathf.Approximately(mSpikeSections[1].localPosition.y, mCylinderStart) &&
Mathf.Approximately(mSpikeSections[5].localPosition.y, mConeStart))
{
transform.localPosition = mBaseGoal;
mSpikeSections[5].localPosition = mConeGoal;
mCollapsing = false; //probably unnecessary
yield break; //putting this here stops it from looping, but it still won't fire a second time
}
yield return null;
}
mCollapsing = false;
}我在结尾处添加的if语句是为了“损害控制”,但似乎不会改变总体结果。展开助手函数" expand ()“似乎每次都会执行,但实际的函数以及折叠助手函数只运行一次。如果有人能帮我弄清楚这一点,我将不胜感激。
发布于 2020-08-29 16:19:54
我不明白你在哪里分配mExpand和mCollapse。
但我猜你只做过一次,比如在Start中。然后它只发生一次,因为分配的例程在第一次运行后已经完成。
它可能应该是例如
public void ExpandSequence()
{
if (!mExpanding)
{
mExpand = StartCoroutine(_ExpandSequence());
}
}并且相应地也用于折叠例程,以便运行新的 IEnumerator/Coroutine,而不是已经运行到末尾的那个。
https://stackoverflow.com/questions/63642814
复制相似问题