Unity Timer变为负值
本文关键字:Timer Unity | 更新日期: 2023-09-27 18:29:26
所以,我正在尝试为我的游戏制作一个"商人"系统。5分钟后(计时器滴答作响)商家将可用,第二个计时器将开始滴答作响,但第二个定时器处于-。
void Update()
{
timeremaining -= Time.deltaTime;
int minutes = Mathf.FloorToInt(timeremaining / 60F);
int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
string niceTime = string.Format("{0:0}:{1:00}", minutes, seconds);
howlonghere -= Time.deltaTime;
int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
int seconds2 = Mathf.FloorToInt(howlonghere - minutes * 60);
string niceTime2 = string.Format("{0:0}:{1:00}", minutes, seconds);
if (timeremaining > 0)
{
Merchanthuman.enabled = false;
Merchanthuman.interactable = false;
Tiimer.text = "Merchant will be here: " + niceTime;
}
else
{
Tiimer.text = "Merchant is here for: " + niceTime2;
Merchanthuman.enabled = true;
Merchanthuman.interactable = true;
}
}
"商人来了:"应该会开始新的倒计时,这将是第二次。就像Will在这里是5分钟&在这里是2分钟。
让我们稍微拆分一下:
public const float TravelTime = 5.0f;
public const float VisitTime = 4.0f;
public float timeremaining;
public float howlonghere;
//Setup initial timers
void Start()
{
timeremaining = TravelTime;
howlonghere = VisitTime;
}
//Check each frame for the scenario
void Update()
{
if (timeremaining > 0)
{
string niceTime = ElapseTravel();
Merchanthuman.enabled = false;
Merchanthuman.interactable = false;
Tiimer.text = "Merchant will be here: " + niceTime;
}
else
{
string niceTime2 = ElapseVisit();
Tiimer.text = "Merchant is here for: " + niceTime2;
Merchanthuman.enabled = true;
Merchanthuman.interactable = true;
}
}
//Elapse remaining time when merchant travels
private string ElapseTravel()
{
timeremaining -= Time.deltaTime;
int minutes = Mathf.FloorToInt(timeremaining / 60F);
int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
return string.Format("{0:0}:{1:00}", minutes, seconds);
}
//Elapse stay time when merchant is here
private string ElapseVisit()
{
howlonghere -= Time.deltaTime;
int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
int seconds2 = Mathf.FloorToInt(howlonghere - minutes2 * 60);
if (howlonghere <= 0)
{
timeremaining = TravelTime;
howlonghere = VisitTime;
}
return string.Format("{0:0}:{1:00}", minutes2, seconds2);
}
无论情况如何,您都在降低timeremaining
和howlonghere
。您需要将这两种情况分开,并根据商人正在前往该地点的事实或他是否已经在这里,只经过(减少)其中一个值。
Unity Timer不是负数。是你自己的变量变为负值。
这里实际发生的情况是,您检查5分钟并执行timeremaining -= Time.deltaTime;
,这将不断减少timeremaining
变量。
第二件事是你的howlonghere
在下降的同时,它变成了负的。因为CCD_ 6小于CCD_。
因此,当你的第一个计时器变成timeremaining <= 0
时,你的第二个计时器howlonghere
就会变成howlonghere = -3 minutes
。(假设最初是timeremaining = 5
和howlonghere = 2
)。
如果你不想改变你的逻辑,你能做什么。
void Update()
{
timeremaining -= Time.deltaTime;
int minutes = Mathf.FloorToInt(timeremaining / 60F);
int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
string niceTime = string.Format("{0:0}:{1:00}", minutes, seconds);
if (timeremaining > 0)
{
Merchanthuman.enabled = false;
Merchanthuman.interactable = false;
Tiimer.text = "Merchant will be here: " + niceTime;
}
else {
howlonghere -= Time.deltaTime;
int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
int seconds2 = Mathf.FloorToInt(howlonghere - minutes * 60);
string niceTime2 = string.Format("{0:0}:{1:00}", minutes, seconds);
Tiimer.text = "Merchant is here for: " + niceTime2;
Merchanthuman.enabled = true;
Merchanthuman.interactable = true;
}
}
显然,您会对其进行更多相应的定制。但这只是为了让你明白。