I need to make my character wall run, but I have code problems with IEnumerator
This is for Unity 4.5.x
, code written on C#
using UnityEngine;
using System.Collections;
public class Moving : MonoBehaviour {
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
public float runTime = 1.0f;
private Vector3 moveDirection = Vector3.zero;
private bool isWallL = false;
private bool isWallR = false;
private RaycastHit hitL;
private RaycastHit hitR;
private int jumpCount = 1;
IEnumerator afterRun() {
yield return new WaitForSeconds (runTime);
isWallL = false;
isWallR = false;
gravity = 20;
}
void Update() {
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
jumpCount = 0;
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton("Jump"))
moveDirection.y = jumpSpeed;
}
if (Input.GetKeyDown (KeyCode.Space) && !controller.isGrounded && jumpCount <= 1) {
if (Physics.Raycast (transform.position, -transform.right, out hitL, 1)){
if (hitL.transform.tag == "Wall"){
isWallL = true;
isWallR = false;
jumpCount = 1;
gravity = 0;
StartCoroutine (afterRun);
}
}
if (Physics.Raycast (transform.position, transform.right, out hitR, 1)){
if (hitR.transform.tag == "Wall"){
isWallL = false;
isWallR = true;
jumpCount = 1;
gravity = 0;
StartCoroutine (afterRun);
}
}
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}
Expected no error, but I have two of:
error CS1502: The best overloaded method match for UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)' has some invalid arguments" and "error CS1503: Argument #1' cannot convert method group' expression to type System.Collections.IEnumerator'.
afterRun in your code is a function, but you call it without brackets. So:
StartCoroutine (afterRun());
for example:
namespace someNamespace
{
public class SomeClass
{
IEnumerator afterRun()
{
yield return new WaitForSeconds(3);
}
public void Test(IEnumerator enumerator)
{
while(enumerator.MoveNext())
{
//do some work
}
}
public void YoureCode()
{
Test(afterRun());
}
}
public class WaitForSeconds
{
public WaitForSeconds(int a)
{
}
}
}
For more information see enter link description here
根据Unity coroutines的文档,似乎必须将coroutine函数称为StartCoroutine ("afterRun");
Why not like this:
private IEnumerator coroutine;
and then set it and call it:
coroutine = afterRun();
StartCoroutine(coroutine);
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