随着时间的推移,破坏了我的帧率,unity c#

本文关键字:我的 坏了 帧率 unity 时间 | 更新日期: 2023-09-27 18:16:33

大家好。我对编写脚本很陌生,我是通过制作游戏来学习的。我试图给玩家施加一种随时间变化的伤害效果。虽然我有一些工作,当计时器上升,我的帧率从60下降到10以下。所以我希望有人能帮助解释为什么这是,如果我的方法是可行的,有什么更好的我能做的。这是我的代码。

public class AllDamage : MonoBehaviour 
{
//Type of Damage to be applied when attatched to a game object
public bool isFire;
public bool isIce;
public bool isElectric;
public bool isWind;
public bool isBlunt;
public bool isSharp;
public bool isToxic;
public bool isPoisen;
public bool isTicking; // is this damage over time
public int ticks = 0;
public int DotDuration;
// Ammount or initial damage
public float ammountHealthDmg = 10f;
public float ammountPhysicalDmg = 10f;
public float ammountMentalDmg = 10f;
// ammount of damage over time
public float tickHealthDmg = 1f;
public float tickPhysicalDmg = 1f;
public float tickMentalDmg = 1f;

void Update()
{
    if(isTicking == true)
    {
        applyDoT ();
        StartCoroutine("CountSeconds");
    }
}
IEnumerator CountSeconds()
{
    int DoTDuration = 0;
    while(true)
    {
        for (float timer = 0; timer < 1; timer += Time.deltaTime)
        yield return 0;
        DoTDuration++;
        Debug.Log(DoTDuration + " seconds have passed since the Coroutine started.");
        if(DoTDuration == 10)
        {
            StopCoroutine("CountSeconds");
            isTicking = false;
        }
    }
}
void applyDoT()
{
    // ticks increments 60 times per second, as an example
    ticks++;
    // Condition is true once every second
    if(ticks % 60 == 0)
    {
        decrementStats(tickHealthDmg, tickPhysicalDmg, tickMentalDmg);
    }
}
// is this the player?... what am i?...apply my inital damage...do i have damage over time
void OnTriggerEnter(Collider other)
{
    if(other.tag == "Player")
    {
        if(isFire)
        {
            decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
            isTicking = true;
        }
        if(isIce)
        {
            decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
            isTicking = true;
        }
        if(isElectric)
        {
            decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
        }
        if(isWind)
        {
            decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
        }
        if(isBlunt)
        {
            decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
        }
        if(isSharp)
        {
            decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
            isTicking = true;
        }
        if(isToxic)
        {
            decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
            isTicking = true;
        }
        if(isPoisen)
        {
            decrementStats(ammountHealthDmg, ammountPhysicalDmg, ammountMentalDmg);
            isTicking = true;
        }
    }
}
// - stat values
void decrementStats(float health, float physical, float mental)
{
    Stats.health -= health;
    Stats.physical -= physical;
    Stats.mental -= mental;
    Stats.CheckAllStats();
}

}

随着时间的推移,破坏了我的帧率,unity c#

你通过在Update()回调中调用StartCoroutine()来多次启动协同程序,每帧一次。您应该做的是,当您想启动协程时,将shouldStartTicking(在代码中称为isTicking)标志设置为true,然后在协程中立即将其设置为false。但更简洁的解决方案是直接从记录命中的代码开始协程。我还建议您从协程调用decrementStats方法,而不是使用外部反变量来传达DoT效果的状态。