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社区首页 >问答首页 >Unity 3D:协程武器动画不会执行多次

Unity 3D:协程武器动画不会执行多次
EN

Stack Overflow用户
提问于 2020-08-29 10:19:39
回答 1查看 47关注 0票数 0

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:

代码语言:javascript
复制
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。

EN

回答 1

Stack Overflow用户

发布于 2020-08-29 16:19:54

我不明白你在哪里分配mExpandmCollapse

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

代码语言:javascript
复制
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。

票数 0
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/63642814

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