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如何以统一的简单方式使脚本等待/休眠

如何以统一的简单方式使脚本等待/休眠

在Unity中有多种等待方式。这确实很简单,但我认为值得涵盖执行这些操作的大多数方法

用协程和WaitForSeconds

到目前为止,这是最简单的方法。将需要等待一段时间的所有代码放入协程函数中,然后可以使用WaitForSeconds。请注意,在协程函数中,您可以使用调用函数StartCoroutine(yourFunction)

下面的示例将旋转90度,等待4秒钟,旋转40度,等待2秒钟,然后最终旋转20度。

void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    yield return new WaitForSeconds(4);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    yield return new WaitForSeconds(2);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

用协程和WaitForSecondsRealtime

之间唯一的区别WaitForSecondsWaitForSecondsRealtimeWaitForSecondsRealtime为使用非标度的时间来等待,这意味着暂停了比赛的时候Time.timeScale,该WaitForSecondsRealtime功能将不会受到影响,但WaitForSeconds会。

void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    yield return new WaitForSecondsRealtime(4);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    yield return new WaitForSecondsRealtime(2);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

使用协程,并使用每帧增加一个变量Time.deltaTime

一个很好的例子是,当您需要计时器在屏幕上显示它等待了多少时间时。基本上像一个计时器。

当您希望使用boolean真变量来中断等待/睡眠时,这也很好。这是yield break;可以使用的地方。

bool quit = false;

void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    float counter = 0;
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    float waitTime = 4;
    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        //Wait for a frame so that Unity doesn't freeze
        //Check if we want to quit this function
        if (quit)
        {
            //Quit function
            yield break;
        }
        yield return null;
    }

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    waitTime = 2;
    //Reset counter
    counter = 0;
    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        //Check if we want to quit this function
        if (quit)
        {
            //Quit function
            yield break;
        }
        //Wait for a frame so that Unity doesn't freeze
        yield return null;
    }

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

您仍然可以通过将while循环移到另一个协程函数并产生它来简化此过程,并且仍然可以看到它的计数甚至中断计数器。

bool quit = false;

void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    float waitTime = 4;
    yield return wait(waitTime);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    waitTime = 2;
    yield return wait(waitTime);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

IEnumerator wait(float waitTime)
{
    float counter = 0;

    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        if (quit)
        {
            //Quit function
            yield break;
        }
        //Wait for a frame so that Unity doesn't freeze
        yield return null;
    }
}

具有协程和WaitUntil功能

等到条件变为true一个示例是一个函数,它等待玩家的分数被100加载,然后加载下一个级别。

float playerscore = 0;
int nextScene = 0;

void Start()
{
    StartCoroutine(sceneLoader());
}

IEnumerator sceneLoader()
{
    Debug.Log("Waiting for Player score to be >=100 ");
    yield return new WaitUntil(() => playerscore >= 10);
    Debug.Log("Player score is >=100. Loading next Leve");

    //Increment and Load next scene
    nextScene++;
    SceneManager.LoadScene(nextScene);
}

具有协程和WaitWhile功能

等待条件成立true。例如,当您想按退出退出应用程序时。

void Start()
{
    StartCoroutine(inputWaiter());
}

IEnumerator inputWaiter()
{
    Debug.Log("Waiting for the Exit button to be pressed");
    yield return new WaitWhile(() => !Input.GetKeyDown(KeyCode.Escape));
    Debug.Log("Exit button has been pressed. Leaving Application");

    //Exit program
    Quit();
}

void Quit()
{
    #if UNITY_EDITOR
    UnityEditor.EditorApplication.isPlaying = false;
    #else
    Application.Quit();
    #endif
}

Invoke具有功能

您将来可以调用告诉Unity来调用函数调用Invoke函数时,您可以传递时间等待将该函数调用为其第二个参数。下面的示例将FeedDog()5Invoke调用调用函数

void Start()
{
    Invoke("FeedDog", 5);
    Debug.Log("Will Feed dog after 5 seconds");
}

void FeedDog()
{
    Debug.Log("Now Feeding Dog");
}

Update()具有和功能Time.deltaTime

就像 除了不使用协程。它使用该Update功能

问题在于它需要太多的变量,因此它不会每次都运行,而是在等待后计时器结束时仅运行一次。

float timer = 0;
bool timerReached = false;

void Update()
{
    if (!timerReached)
        timer += Time.deltaTime;

    if (!timerReached && timer > 5)
    {
        Debug.Log("Done waiting");
        FeedDog();

        //Set to false so that We don't run this again
        timerReached = true;
    }
}

void FeedDog()
{
    Debug.Log("Now Feeding Dog");
}

在Unity中还有其他等待方式,但是您一定应该知道上面提到的方法,因为这样可以更轻松地在Unity中制作游戏。何时使用每个视情况而定。

对于您的特定问题,这是解决方案:

IEnumerator showTextFuntion()
{
    TextUI.text = "Welcome to Number Wizard!";
    yield return new WaitForSeconds(3f);
    TextUI.text = ("The highest number you can pick is " + max);
    yield return new WaitForSeconds(3f);
    TextUI.text = ("The lowest number you can pick is " + min);
}

要从启动或更新功能调用/启动协程函数,请使用

StartCoroutine (showTextFuntion());
其他 2022/1/1 18:14:50 有589人围观

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