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Time.Timescale 没有暂停游戏

[英]Time.Timescale is not pausing the game

这是我正在制作的球类游戏的脚本。 游戏应该在达到Time.timescale时暂停,但事实并非如此。

我需要知道我做错了什么以及我需要在这里改变什么。

我是 Unity 和 C# 的初学者,所以我可能把一切都搞砸了。

如果有任何其他方式来暂停游戏而不是使用Time.timescale我也想知道。

using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;

public class PauseScript : MonoBehaviour
{
    public bool paused = false;
    void Start()
    {
        paused = false;
        Time.timeScale = 1;
    }

    // Update is called once per frame
    public void Pause()
    {
        if (Input.GetKeyDown("p") && paused == false)
        {
            Time.timeScale = 0;
            paused = true;
        }
        if (Input.GetKeyDown("p") && paused == true)
        {
            Time.timeScale = 1;
            paused = false;
        }
    }
}

球.cs

using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;

public class Ball : MonoBehaviour
{  
    
    //configuration parameter
    [SerializeField] Paddle paddleInitial;
    [SerializeField] float horizontalPush = 2f;
    [SerializeField] float verticalPush = 15f;
    [SerializeField] AudioClip[] ballSounds; 

    //state parameter
    Vector2 paddleToBallVector;
    bool mouseButtonClicked = false;

    //Cached COmponent References
    AudioSource myAudioSource;

    // Start is called before the first frame update
    void Start()
    {
        paddleToBallVector = transform.position - paddleInitial.transform.position;
        myAudioSource = GetComponent<AudioSource>();
    }

    // Update is called once per frame
    void Update()
    {
        if (mouseButtonClicked == false)
        {
            stickBallToPaddle();
            launchOnMouseClick();
        }
        if (Input.GetMouseButtonDown(1))
        {
            GetComponent<Rigidbody2D>().velocity = new Vector2(horizontalPush,verticalPush);
        }
    }

    private void launchOnMouseClick()
    {
        if (Input.GetMouseButtonDown(0))
        {
            mouseButtonClicked = true;
            GetComponent<Rigidbody2D>().velocity = new Vector2(horizontalPush, verticalPush);
        }
    }

    private void stickBallToPaddle()
    {
        Vector2 paddlePosition = new Vector2(paddleInitial.transform.position.x, paddleInitial.transform.position.y);
        transform.position = paddlePosition + paddleToBallVector;
    }

    //audio settings
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (mouseButtonClicked)
        {
            AudioClip clip = ballSounds[UnityEngine.Random.Range(0, ballSounds.Length)];
           myAudioSource.PlayOneShot(clip);
        }
    }
}

有几个潜在的问题。

  1. 您的 function 应该被称为Update ,否则它不会每帧运行一次
  2. Input.GetKeyDown返回是否已开始按下某个键,但这会持续存在于当前帧上(仅在下一次Update调用之前重置,因此每次在同一Update function 块中调用它时都会返回 true)

当您按下 P 时,您检查键是否按下然后设置暂停标志/时间刻度,但是如果检查执行相反操作的更新方法,则执行另一个操作。

    // Update is called once per frame
    public void Pause()
    {
        // The p key is down and the game isn't paused, set timescale to 0 and paused to true...
        if (Input.GetKeyDown("p") && paused == false)
        {
            Time.timeScale = 0;
            paused = true;
        }

        // The p key is still down since we are on the same frame and paused flag is set so here we set timescale to 1 and paused to false...
        if (Input.GetKeyDown("p") && paused == true)
        {
            Time.timeScale = 1;
            paused = false;
        }
    }

您可能希望确保每次更新只运行这些条件之一,并确保 function 被称为Update ,否则它不会每帧运行一次

    // Update is called once per frame
    public void Update()
    {
        if (Input.GetKeyDown("p") && paused == false)
        {
            Time.timeScale = 0;
            paused = true;
        }
        // Use else to make sure this block only gets executed if the above doesn't
        else if (Input.GetKeyDown("p") && paused == true)
        {
            Time.timeScale = 1;
            paused = false;
        }
    }

可以这么说,给猫剥皮的方法有很多种。 替代代码可能如下所示:

public void Update()
{
    if(Input.GetKeyDown("p"))
    {
        // Toggle paused
        paused != paused;
        // Use ternary operator to save lines because making code harder to read is fun
        Time.timeScale = paused ? 0 : 1;
    }
}

- 编辑:

还要确保将运动等的任何矢量乘以每帧的deltaTime - 否则您的模拟将继续。

您可能还需要为其他方面(如动画等)显式处理暂停 - 这取决于它们的实现方式,但只要他们逐帧考虑增量,它们就会在timeScale设置为 0 时做出反应,如预期的那样。

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