[英]How to go back to script after starting Coroutine?
I currently have a script that allows the player to pick up an item and plays an animation.我目前有一个脚本,允许玩家拾取物品并播放 animation。 I have a coroutine to wait 1 second before locking the game object to the player's hand.在将游戏 object 锁定到玩家手中之前,我有一个协程等待 1 秒。 My problem is that my code for dropping the item and throwing it no longer functions.我的问题是我的删除项目并扔掉它的代码不再起作用。 Is there a workaround to solve this problem?有解决此问题的解决方法吗?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PickUp : MonoBehaviour
{
bool isgrounded = true;
public Animator animator;
public GameObject Player;
public Rigidbody rb;
public bool inrange;
public int number = 1;
public Transform theDest;
public float thrust = 1.0f;
public float upthrust = 1.0f;
void start()
{
rb = GetComponent<Rigidbody>();
inrange = false;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "Player")
{
inrange = true;
}
}
private void OnTriggerExit(Collider other)
{
inrange = false;
}
public void Update()
{
bool isPickUp = animator.GetBool("isPickUp");
bool pickuppressed = Input.GetKey("e");
if (isgrounded == true)
{
if (pickuppressed && !isPickUp && inrange==true)
{
animator.SetBool("isPickUp", true);
}
if (!pickuppressed && isPickUp || inrange == false)
{
animator.SetBool("isPickUp", false);
}
if (Input.GetKeyUp(KeyCode.E) && (number % 2) == 1 && inrange == true )
{
StartCoroutine(waiter());
number = number + 1;
}
else if (Input.GetKeyUp(KeyCode.E) && (number % 2) == 0 && inrange == true)
{
GetComponent<Rigidbody>().isKinematic = false;
GetComponent<BoxCollider>().enabled = true;
this.transform.parent = null;
GetComponent<Rigidbody>().useGravity = true;
number = number - 1;
}
else if (Input.GetKey(KeyCode.G) && (number % 2) == 0 && inrange == true)
{
GetComponent<Rigidbody>().isKinematic = false;
GetComponent<BoxCollider>().enabled = true;
this.transform.parent = null;
GetComponent<Rigidbody>().useGravity = true;
number = number - 1;
rb.AddForce(Player.transform.forward * thrust);
rb.AddForce(Player.transform.up * upthrust);
}
}
void OnCollisionEnter(Collision theCollision)
{
if (theCollision.gameObject.name == "floor")
{
isgrounded = true;
}
}
//consider when character is jumping .. it will exit collision.
void OnCollisionExit(Collision theCollision)
{
if (theCollision.gameObject.name == "floor")
{
isgrounded = false;
}
}
IEnumerator waiter()
{
yield return new WaitForSeconds(1);
GetComponent<BoxCollider>().enabled = false;
GetComponent<Rigidbody>().useGravity = false;
GetComponent<Rigidbody>().isKinematic = true;
this.transform.position = theDest.position;
this.transform.parent = GameObject.Find("Destination").transform;
}
}
}
Let me know if more information is needed (still new to stack overflow)让我知道是否需要更多信息(堆栈溢出仍然是新手)
Forget about the coroutine and use Time.time to save the time of pickup to a class variable.忘记协程并使用 Time.time 将拾取时间保存到 class 变量。 Then add comparison to the other if branches such as Time.time > pickupTime + 1f
.然后将比较添加到另一个 if 分支,例如Time.time > pickupTime + 1f
。
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