为什么动画之间似乎比声明的时间更长,并防止延迟的Destroy()
本文关键字:延迟 Destroy 之间 动画 时间 声明 为什么 | 更新日期: 2023-09-27 18:06:54
我有这样的代码:
void OnCollisionEnter (Collision collision)
{
if (canCollide == true) {
canCollide = false;
ContactPoint contactPoint = collision.contacts [0];
GameObject cube = GameObject.CreatePrimitive (PrimitiveType.Cube);
cube.transform.localScale = new Vector3 (5, 5, 5);
cube.transform.position = contactPoint.point;
iTween.MoveTo (cube, iTween.Hash (
"y", 40,
"time", 0.5));
iTween.MoveTo (cube, iTween.Hash (
"position", new Vector3 (55, 79, 10),
"time", 0.5f,
"delay", 0.5f,
"oncompletetarget", GameObject.Find ("PlayerCar"),
"oncomplete", "IncrementGauge"));
Destroy (cube, 1.1f);
}
}
这工作正常,两个动画是顺序的。但是时间的总和应该是1秒。但是Destroy()不能延迟1秒,它必须至少延迟1.1秒。为什么?我能以某种方式更快地摧毁立方体,并且仍然有IncrementGauge()触发(1秒摧毁,防止触发IncrementGauge())。
谢谢。
这是因为iTween库在每次Update调用中检查1.0秒是否已经过去,这不可能是1.0秒,因为它取决于你的帧率和浮点运算是不精确的。
你的问题可以通过销毁立方体并在相同的回调方法DestroyCubeAndIncrementGauge()中增加测量值来解决,该方法作为字符串传递给参数oncomplete
。
public class CollisionObject : MonoBehaviour
{
[SerializeField]
private bool canCollide = true;
void OnCollisionEnter(Collision collision)
{
if (canCollide == true) {
canCollide = false;
ContactPoint contactPoint = collision.contacts [0];
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.localScale = new Vector3(5, 5, 5);
cube.transform.position = contactPoint.point;
iTween.MoveTo(cube, iTween.Hash(
"y", 40,
"time", 0.5));
iTween.MoveTo(cube, iTween.Hash(
"position", new Vector3 (55, 79, 10),
"time", 0.5f,
"delay", 0.5f,
"oncompletetarget", this.gameObject,
"oncompleteparams", cube,
"oncomplete", "DestroyCubeAndIncrementGauge"
));
}
}
public void DestroyCubeAndIncrementGauge(GameObject cube)
{
// destroy the cube
Destroy(cube);
// inform the PlayerCar to IncrementGauge
GameObject.Find("PlayerCar").SendMessage("IncrementGauge");
}
}