[英]How can I make 2d object constantly moving in one direction, but when given horizontal input change direction but not change speed?
[英]How can I change the lights moving direction from the current light?
當我使陣列反向時,問題出在LightsEffectCore中。 燈光會改變方向,但不會改變當前的燈光。 它正在跳轉到其他光線指標,並從那里改變方向。
我希望它改變當前光指數的方向。 如果光線現在在索引5上並且我改變方向,則從5移至4,如果我改變方向,則再次從4移至5。
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LightsEffect : MonoBehaviour
{
public List<UnityEngine.GameObject> waypoints = new List<UnityEngine.GameObject>();
public int howmanylight = 5;
public Generatenumbers gn;
public bool changeLightsDirection = false;
public float delay = 0.1f;
private List<UnityEngine.GameObject> objects;
private Renderer[] renderers;
private int greenIndex = 0;
private float lastChangeTime;
private void Start()
{
objects = new List<UnityEngine.GameObject>();
if (howmanylight > 0)
{
UnityEngine.GameObject go1 = UnityEngine.GameObject.CreatePrimitive(PrimitiveType.Sphere);
duplicateObject(go1, howmanylight);
LightsEffects();
}
}
private void Update()
{
LightsEffectCore();
}
public void duplicateObject(UnityEngine.GameObject original, int howmany)
{
howmany++;
for (int i = 0; i < waypoints.Count - 1; i++)
{
for (int j = 1; j < howmany; j++)
{
Vector3 position = waypoints[i].transform.position + j * (waypoints[i + 1].transform.position - waypoints[i].transform.position) / howmany;
UnityEngine.GameObject go = Instantiate(original, new Vector3(position.x, 0, position.z), Quaternion.identity);
go.transform.localScale = new Vector3(0.3f, 0.1f, 0.3f);
objects.Add(go);
}
}
}
private void LightsEffects()
{
renderers = new Renderer[objects.Count];
for (int i = 0; i < renderers.Length; i++)
{
renderers[i] = objects[i].GetComponent<Renderer>();
renderers[i].material.color = Color.red;
}
// Set green color to the first one
greenIndex = 0;
renderers[greenIndex].material.color = Color.green;
}
private void LightsEffectCore()
{
// Change color each `delay` seconds
if (Time.time > lastChangeTime + delay)
{
lastChangeTime = Time.time;
// Set color of the last renderer to red
// and the color of the current one to green
renderers[greenIndex].material.color = Color.red;
if (changeLightsDirection == true)
{
Array.Reverse(renderers);
changeLightsDirection = false;
}
greenIndex = (greenIndex + 1) % renderers.Length;
renderers[greenIndex].material.color = Color.green;
}
}
}
反轉數組時,還必須更改greenIndex。 如果您不這樣做,那么該索引處的新值將是相反的值,這就是為什么它看起來像在跳開。 如果要避免它跳來跳去,請將索引設置為greenIndex = renderers.Lenght-greenIndex。
我無法對其進行測試,如果我錯了,請糾正我。
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