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[英]How can I tell when CopyDirectoryAsync from Microsoft.WindowsAzure.Storage.DataMovement.TransferManager has finished?
[英]How can I tell when a number has finished increasing?
我覺得我在這里錯過了一些簡單的解決方案,但我堅持這一點。 我正在根據玩家在課程結束時撞到建築物之前的移動距離來計算分數。 破壞分數與距離分數是分開的,它會遞增,直到所有的建築部件都達到 rest。
我有一個 animation 我想玩以將距離得分添加到總破壞得分並給出玩家的總得分,但是一旦破壞得分停止增加,我需要 animation 觸發。 現在,建築物的每一塊都有代碼來檢查它是否移動並在真實時增加分數。
public class SkiLodgeScoreTracker : MonoBehaviour
{
Rigidbody rb;
private GameObject[] score;
private void Start()
{
rb = gameObject.GetComponent<Rigidbody>();
score = GameObject.FindGameObjectsWithTag("Score");
}
private void Update()
{
//check if lodgePiece is moving, while it is, add to Score object
if(rb.velocity.magnitude >= 2f && !rb.isKinematic)
{
score[0].GetComponent<SkiScore>().addToSkiScore(2f);
}
}
}
這是我想要在分數停止后觸發 animation 的地方(這是我的另一次嘗試,邏輯不起作用)
public Animator moveScore;
...
if(skiScore > 0)
{
previousScore2 = previousScore1;
previousScore1 = skiScore;
if(previousScore1 == previousScore2 && !scoreMoved)
{
moveScore.SetTrigger("EndCourse");
addScoreToSkiScore();
}
}
public void addScoreToSkiScore()
{
scoreMoved = true;
for(float i = score; i>0; i--)
{
skiScore += 1;
}
}
我想獲取一幀的分數,看看它是否等於下一幀的分數,如果是,則觸發 animation,但我覺得這不是一個有效的選項。
有任何想法嗎?
在SkiScore
中,跟蹤有多少棋子正在移動,當棋子停止並且計數變為 0 時,執行您的操作:
public class SkiScore : MonoBehaviour
{
int movingCount;
void Start()
{
ResetMovingCount();
/* ... */
}
public void ResetMovingCount() {movingCount = 0;} // call as needed
public void OnStartedMoving() {++movingCount;}
public void OnStoppedMoving()
{
if (--movingCount == 0) OnNoneMoving();
}
void OnNoneMoving() {/* do the thing */}
/* ... */
}
對於每首樂曲,使用一個標志來記住它最近是否移動過,如果已經移動過並且不再移動,請讓您的樂譜經理知道:
public class SkiLodgeScoreTracker : MonoBehaviour
{
Rigidbody rb;
private GameObject[] score;
// flag used to recognize newly stopped movement
bool recentlyMoving;
// cache for GetComponent
SkiScore mySkiScore
private void Start()
{
rb = gameObject.GetComponent<Rigidbody>();
score = GameObject.FindGameObjectsWithTag("Score");
// GetComponent is expensive, try not to call it in Update unless necessary
mySkiScore = score[0].GetComponent<SkiScore>();
}
private void Update()
{
//check if lodgePiece is moving, while it is, add to Score object
if(rb.velocity.magnitude >= 2f && !rb.isKinematic)
{
mySkiScore.addToSkiScore(2f);
recentlyMoving = true;
mySkiScore.OnStartedMoving();
}
else if (recentlyMoving)
{
recentlyMoving = false;
mySkiScore.OnStoppedMoving();
}
}
}
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