[英]How can I wait for 3 seconds and then set a bool to true, in C#?
My script/game/thing make a gameobject move to the right and when I click dance (a button I created) it stops.我的脚本/游戏/事物使游戏对象向右移动,当我单击跳舞(我创建的按钮)时,它会停止。 Then when the counter (I may not need a counter but I want to wait 3 seconds) reaches like 3 (once you click on dance the counter starts) my gameobject is suppose to continue on going to the right.然后当计数器(我可能不需要计数器但我想等待 3 秒)达到 3(一旦你点击跳舞计数器开始)我的游戏对象应该继续向右移动。
If you can correct the code that would be cool.如果你能更正代码那会很酷。 If you can correct it and explain to me what i did wrong it would be even more awesome.如果你能纠正它并向我解释我做错了什么,那就更棒了。 I just started learning C# on Unity.我刚开始在 Unity 上学习 C#。
using System;
using UnityEngine;
using System.Collections;
public class HeroMouvement : MonoBehaviour
{
public bool trigger = true;
public int counter = 0;
public bool timer = false;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{ //timer becomes true so i can inc the counter
if (timer == true)
{
counter++;
}
if (counter >= 3)
{
MoveHero();//goes to the function moveHero
}
if (trigger == true)
transform.Translate(Vector3.right * Time.deltaTime); //This moves the GameObject to the right
}
//The button you click to dance
void OnGUI()
{
if (GUI.Button(new Rect(10, 10, 50, 50), "Dance"))
{
trigger = false;
timer = true;//now that the timer is set a true once you click it,The uptade should see that its true and start the counter then the counter once it reaches 3 it goes to the MoveHero function
}
}
void MoveHero()
{ //Set the trigger at true so the gameobject can move to the right,the timer is at false and then the counter is reseted at 0.
trigger = true;
timer = false;
counter = 0;
}
}
You could do it quite easily with coroutines:你可以用协程很容易地做到这一点:
void Update()
{
if (trigger == true)
transform.Translate(Vector3.right * Time.deltaTime); //This moves the GameObject to the right
}
void OnGUI()
{
if (GUI.Button(new Rect(10, 10, 50, 50), "Dance"))
{
StartCoroutine(DoTheDance());
}
}
public IEnumerator DoTheDance() {
trigger = false;
yield return new WaitForSeconds(3f); // waits 3 seconds
trigger = true; // will make the update method pick up
}
See https://docs.unity3d.com/Manual/Coroutines.html for more information about Coroutines and how to use them.有关协程及其使用方法的更多信息,请参阅https://docs.unity3d.com/Manual/Coroutines.html 。 They are pretty neat when trying to do a timed series of events.在尝试进行一系列定时事件时,它们非常整洁。
I think that the easiest way is using Invoke:我认为最简单的方法是使用 Invoke:
if (timer == true) Invoke("MoveHero", 3);
I prefer using StartCoroutine here is the link: http://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html我更喜欢使用 StartCoroutine 这里是链接: http ://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html
ex:前任:
void Foo () { StartCoroutine (Begin ()); }
IEnumerator Begin ()
{
yield return new WaitForSeconds (3);
// Code here will be executed after 3 secs
//Do stuff here
}
First make counter a float.首先使计数器成为浮点数。 Then change counter++;
然后改变counter++;
to counter += Time.deltaTime
. counter += Time.deltaTime
。 Update() is called for every frame so counter will be 3 on the third frame. Update() 为每一帧调用,因此第三帧的计数器将为 3。 Time.deltaTime gives you the time between this frame and the previous frame. Time.deltaTime 为您提供此帧与前一帧之间的时间。 Summing it up acts like a timer.总结起来就像一个计时器。
I would use this if multi-threading:如果是多线程,我会使用它:
DateTime a = DateTime.Now;
DateTime b = DateTime.Now.AddSeconds(2);
while (a < b)
{
a = DateTime.Now;
}
bool = x;
如果只需要等待,可以使用Thread的sleep方法
System.Threading.Thread.Sleep(3000);
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