[英]Unity 3D: Coroutine weapon animation won't execute more than once
我有一個用於我正在開發的游戲的伸縮式尖刺武器,一次可以正常工作,但之后不會再次開火:
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 語句用於“損害控制”,但似乎不會改變總體結果。 擴展輔助函數“Expand()”似乎每次都執行,但實際函數以及折疊輔助函數只運行一次。 如果有人能幫我解決這個問題,我將不勝感激。
我沒有看到你在哪里分配mExpand
和mCollapse
。
但我猜你只做過一次,例如在Start
。 然后它只發生一次,因為分配的例程在第一次運行后已經完成。
它可能應該是例如
public void ExpandSequence()
{
if (!mExpanding)
{
mExpand = StartCoroutine(_ExpandSequence());
}
}
並且相應地也用於折疊例程,以便運行一個新的IEnumerator
/ Coroutine
而不是已經運行到最后的那個。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.