[英]Unity 3D: Coroutine weapon animation won't execute more than once
我有一个用于我正在开发的游戏的伸缩式尖刺武器,一次可以正常工作,但之后不会再次开火:
public void ExpandSequence()
{
if (!mExpanding)
{
StartCoroutine(mExpand);
}
}
private IEnumerator _ExpandSequence()
{
mExpanding = true;
mBaseGoal = transform.localPosition + mBaseDistance * Vector3.up;
mConeGoal = mSpikeSections[5].localPosition + mConeDistance * Vector3.up;
while (transform.localPosition.y > mBaseSpikeEnd || mSpikeSections[1].localPosition.y > mCylinderEnd
|| mSpikeSections[5].localPosition.y > mConeEnd)
{ //only using the first cylinder section in the condition since they all move the same distance
transform.localPosition = Vector3.MoveTowards(transform.localPosition, mBaseGoal, mSpeed);
mSpikeSections[1].localPosition = mSpikeSections[2].localPosition = mSpikeSections[3].localPosition =
mSpikeSections[4].localPosition = Vector3.MoveTowards(mSpikeSections[1].localPosition, Vector3.up * mCylinderDistance, mSpeed);
mSpikeSections[5].localPosition = Vector3.MoveTowards(mSpikeSections[5].localPosition, mConeGoal, mSpeed);
if (Mathf.Approximately(transform.localPosition.y, mBaseSpikeEnd) &&
Mathf.Approximately(mSpikeSections[1].localPosition.y, mCylinderEnd) &&
Mathf.Approximately(mSpikeSections[5].localPosition.y, mConeEnd))
{
mExpanding = false; //probably unnecessary
transform.localPosition = mBaseGoal;
mSpikeSections[5].localPosition = mConeGoal;
yield break; //putting this here stops it from looping, but it still won't fire a second time
}
yield return null;
}
mExpanding = false;
}
public void CollapseSequence()
{
if (!mCollapsing)
{
StartCoroutine(mCollapse);
}
}
private IEnumerator _CollapseSequence()
{
mCollapsing = true;
mBaseGoal = transform.localPosition - mBaseDistance * Vector3.up;
mConeGoal = mSpikeSections[5].localPosition - mConeDistance * Vector3.up;
while (transform.localPosition.y < mBaseSpikeStart || mSpikeSections[1].localPosition.y < mCylinderStart
|| mSpikeSections[5].localPosition.y < mConeStart)
{ //only using the first cylinder section in the condition since they all move the same distance
transform.localPosition = Vector3.MoveTowards(transform.localPosition, mBaseGoal, mSpeed);
mSpikeSections[1].localPosition = mSpikeSections[2].localPosition = mSpikeSections[3].localPosition =
mSpikeSections[4].localPosition = Vector3.MoveTowards(mSpikeSections[1].localPosition, Vector3.zero, mSpeed);
mSpikeSections[5].localPosition = Vector3.MoveTowards(mSpikeSections[5].localPosition, mConeGoal, mSpeed);
if (Mathf.Approximately(transform.localPosition.y, mBaseSpikeStart) &&
Mathf.Approximately(mSpikeSections[1].localPosition.y, mCylinderStart) &&
Mathf.Approximately(mSpikeSections[5].localPosition.y, mConeStart))
{
transform.localPosition = mBaseGoal;
mSpikeSections[5].localPosition = mConeGoal;
mCollapsing = false; //probably unnecessary
yield break; //putting this here stops it from looping, but it still won't fire a second time
}
yield return null;
}
mCollapsing = false;
}
我在最后添加的 if 语句用于“损害控制”,但似乎不会改变总体结果。 扩展辅助函数“Expand()”似乎每次都执行,但实际函数以及折叠辅助函数只运行一次。 如果有人能帮我解决这个问题,我将不胜感激。
我没有看到你在哪里分配mExpand
和mCollapse
。
但我猜你只做过一次,例如在Start
。 然后它只发生一次,因为分配的例程在第一次运行后已经完成。
它可能应该是例如
public void ExpandSequence()
{
if (!mExpanding)
{
mExpand = StartCoroutine(_ExpandSequence());
}
}
并且相应地也用于折叠例程,以便运行一个新的IEnumerator
/ Coroutine
而不是已经运行到最后的那个。
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