我有两个脚本,里面有一个协同线。它在第一种情况下非常好,但在第二种情况下,没有明显的原因。
--它的工作原理是:
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityStandardAssets.ImageEffects;
public class GameStartController : MonoBehaviour {
public Button startButton;
public GameObject cubeSpawner;
// Use this for initialization
private void Start() {
startButton = startButton.GetComponent<Button>();
}
public void StartGame() {
EnableCubeSpawner();
SpawnStartingCubes();
HideStartMenu();
StartCoroutine("FocusCamera");
PlayBackgroundMusic();
}
// Enables the cube spawner, so it can start spawning cubes
private void EnableCubeSpawner() {
cubeSpawner.SetActive(true);
}
private void SpawnStartingCubes() {
cubeSpawner.GetComponent<CubeSpawner>().GenerateStartingCubes();
}
private void PlayBackgroundMusic() {
var audio = GameObject.FindWithTag("Audio").GetComponent<AudioController>();
audio.PlayBackgroundMusic();
}
private void HideStartMenu() {
startButton.transform.parent.GetComponent<CanvasGroup>().interactable = false;
startButton.transform.parent.GetComponent<CanvasGroup>().alpha = 0f;
}
private IEnumerator FocusCamera() {
var camera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
var velocity = 0f;
while (Mathf.Abs(camera.GetComponent<DepthOfField>().aperture) > 0.001f) {
Debug.Log(Mathf.Abs(camera.GetComponent<DepthOfField>().aperture));
camera.GetComponent<DepthOfField>().aperture = Mathf.SmoothDamp(camera.GetComponent<DepthOfField>().aperture, 0f, ref velocity, 0.3f);
yield return null;
}
camera.GetComponent<DepthOfField>().aperture = 0f;
}
},协同线工作得很好,相机光圈从0.6平滑到0.。
然而,在第二个脚本中,没有发生这种情况:
using System.Collections;
using System.Linq;
using UnityEngine;
using UnityStandardAssets.ImageEffects;
public class GameOverController : MonoBehaviour {
public void EndGame() {
StartCoroutine("UnfocusCamera");
DisableCubeSpawner();
DestroyAllCubes();
StopBackgroundMusic();
ShowStartMenu();
}
// Disables the cube spawner, so it can stop spawning cubes
private void DisableCubeSpawner() {
var cubeSpawner = GameObject.FindWithTag("CubeSpawner");
cubeSpawner.SetActive(false);
}
private void DestroyAllCubes() {
var gameObjects = FindObjectsOfType(typeof(GameObject));
foreach (var gameObject in gameObjects.Where(gameObject => gameObject.name.Contains("Cube"))) {
Destroy(gameObject);
}
}
private void StopBackgroundMusic() {
var audio = GameObject.FindWithTag("Audio").GetComponent<AudioController>();
audio.StopBackgroundMusic();
}
private void ShowStartMenu() {
var startMenu = GameObject.FindWithTag("StartMenu");
startMenu.GetComponent<CanvasGroup>().interactable = true;
startMenu.GetComponent<CanvasGroup>().alpha = 1f;
}
private IEnumerator UnfocusCamera() {
var camera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
var velocity = 0f;
while (camera.GetComponent<DepthOfField>().aperture < 0.6f) {
Debug.Log(Mathf.Abs(camera.GetComponent<DepthOfField>().aperture));
camera.GetComponent<DepthOfField>().aperture = Mathf.SmoothDamp(camera.GetComponent<DepthOfField>().aperture, 0.6f, ref velocity, 0.3f);
yield return null;
}
// camera.GetComponent<DepthOfField>().aperture = 0f;
}
}只适用于一个帧(孔径从0到0.03),然后就停止了。为什么会这样?
发布于 2016-01-05 22:56:05
如果您破坏(或禁用)游戏对象,运行在附加组件上的协同将停止。我无法找到这方面的主要源,但是这里有另外两个堆栈溢出问题,这是问题所在:
协同线停止,因为连接到的GameObject GameOverController被破坏了。想必,在恢复协同之前,统一检查对象是否仍然存在,如果对象被销毁,统一将不再继续执行它。
要解决这个问题,您可以延迟销毁GameObject,直到动画完成(可能会将销毁代码放在coroutine的while循环之后),或者将组件放到不会被销毁的GameObject上。
发布于 2016-01-06 14:36:37
在大多数情况下,这意味着您的对象或脚本变得不活跃。检查这一点的最佳方法是将OnDisable()方法添加到脚本中并从脚本中调用日志记录
https://stackoverflow.com/questions/34620684
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