Unity C# bool resetting to false

本文关键字:to false resetting bool Unity | 更新日期: 2023-09-27 18:08:43

我有一个布尔变量,当我想让场景的某些部分向上移动时,我将其设置为true。问题是,在同一帧中,每次我把它设为真时,它似乎都会重置为假。我把bool变成了一个属性,并在set方法中设置了一个断点,它只会以"true"作为参数被调用。

是我做错了什么,还是Unity做了一些奇怪的东西?

private bool SceneMoveUp
{   
    get
    {
        return _sceneMoveUp;
    }
    set
    {
        _sceneMoveUp = value;    
    }
}
void Update () {
    if (SceneMoveUp == true) {
        transform.position = Vector3.MoveTowards(transform.position, SceneDestination, speed * Time.deltaTime);
    }
}

编辑:SceneMoveUp是monobehaviour派生类中的一个属性。

EDIT2:完整代码

using UnityEngine;
using System.Collections;
public class PseudoScene : MonoBehaviour {
public Vector3 ZoomOutPosition;
public GameObject[] Letters;
public Vector3[] CameraPositions;
public PseudoSceneManager _manager;
public float speed;
private float DepartureTime;
private Vector3 TextureOffset;
private int LetterCount, CurrentIndex = 0;
private bool ZoomingOut = false;
private bool _sceneMoveUp;
private bool SceneMoveUp{ get
    {
        return _sceneMoveUp;
    }
    set
    {
        _sceneMoveUp = value;    
    }
}
static public bool MovingCamera = false;
private Vector3 BackgroundFinalScale;
private Vector3 SceneDestination;
[SerializeField]private Quaternion FinalRotation;
void Start () {
    LetterCount = Letters.Length;
    SceneMoveUp = false;
    if (LetterCount == 1) {
        CameraPositions = new Vector3[1];
        CameraPositions[0] = transform.position;
        CameraPositions[0].z = -10;
    }
    ChangeLetter();
}
public void LetterFilled () {
    CurrentIndex++;
    if (CurrentIndex < LetterCount) {
        ChangeLetter();
    } else {
        if (LetterCount > 1) {
            ZoomOut();
        } else {
            MoveScene();
        }
        Invoke("FinishScene", 3f);
    }
}   
void Update () {
    if (ZoomingOut) {
        Camera.main.transform.position = Vector3.Lerp(transform.position, ZoomOutPosition, 1f);
        Camera.main.orthographicSize = Mathf.Lerp(Camera.main.orthographicSize, 13, 0.1f);
    }
    if (MovingCamera) {
        Camera.main.transform.position = Vector3.MoveTowards(Camera.main.transform.position, CameraPositions[CurrentIndex], speed * Time.deltaTime);
        if (Camera.main.transform.position == CameraPositions[CurrentIndex]) {
            MovingCamera = false;
            Checkpoint.DeactivateAllCheckpoints(true);
            if (LetterCount > 1 && CurrentIndex >= 1) {
                Checkpoint.DeactivateAllCheckpoints(true);
            }
        }
    }
    if (SceneMoveUp == true) {
        transform.position = Vector3.MoveTowards(transform.position, SceneDestination, speed * Time.deltaTime);
    }
}
void MoveScene () {
    DepartureTime = Time.time;
    SceneMoveUp = true;
    Debug.logger.Log("set SceneMoveUp to ", SceneMoveUp.ToString());
    SceneDestination = transform.position;
    SceneDestination.y += 10;
}
public void FinishScene () {
    _manager.SceneFinished();
}
//5.75
void ChangeLetter () {
    Checkpoint.DeactivateAllCheckpoints(false);
    MovingCamera = true;
}
void ZoomOut () {
    ZoomingOut = true;
}

}

Unity C# bool resetting to false

似乎有一个随机的错误,使它不能工作。我删除了这个类,用完全相同的代码创建了一个新的类(复制粘贴),现在它可以工作了。谢谢大家的努力。

这听起来很疯狂,我也遇到了同样的问题。经过几个小时的调试,我将代码复制粘贴到一个新类中。砰!它工作。我假设我做了一些导致错误的事情,并希望我知道它是什么。但是复制粘贴成功了。