每秒激活和停用游戏对象
本文关键字:游戏 对象 激活 | 更新日期: 2023-09-27 18:33:04
我想做一个物体——龙头,它每 3 秒就会爆发 5 秒的火焰。但是我不知道该怎么做...我的脚本实际上看起来像这样:
using UnityEngine;
using System.Collections;
public class Dragon_Head_statue: MonoBehaviour {
public GameObject openFire;
private bool IsActive;
void Update()
{
Invoke("OpenFire", 4);
}
void OpenFire()
{
IsActive = !IsActive;
openFire.SetActive(IsActive);
}
}
所以现在它的工作原理就像它开始燃烧,然后它循环激活和停用......所以它只是行不通。我还尝试了其他东西,如协程,调用重复,但没有成功。
与
new WaitForSeconds(3.0f)
结合使用的协程是此问题的完美解决方案。看看这个代码:
using UnityEngine;
using System.Collections;
public class Dragon_Head_statue: MonoBehaviour {
public GameObject openFire;
public bool IsActive = false; //IsActive means here that we're in a loop bursting flames, not that we're currently not bursting flames.
void Start()
{
//Start the coroutine
//5 seconds flame burst, then wait 3 secs
StartCoroutine(OpenFire(5.0f, 3.0f));
}
/* function for making this thing stop */
void StopFlames()
{
//Stop the first running coroutine with the function name "OpenFire".
StopCoroutine("OpenFire");
IsActive = false; //propage this metadata outside
//Additionally turn of the flames here if we were just
//in the middle of bursting some
openFire.SetActive(false);
}
IEnumerator OpenFire(float fireTime, float waitTime )
{
IsActive = true; //For outside checking if this is spitting fire
while(true)
{
//Activate the flames
openFire.SetActive(true);
//Wait *fireTime* seconds
yield return new WaitForSeconds(fireTime);
//Deactivate the flames
openFire.SetActive(false);
//Now wait the specified time
yield return new WaitForSeconds(waitTime);
//After this, go back to the beginning of the loop
}
}
}
使用 StartCoroutine
启动协程,然后可以通过函数名称再次停止协程。您也可以先将OpenFire
返回的IEnumerator
保存到局部变量中,如果您不喜欢字符串类型,则可以对该变量使用 StopCoroutine
。
引用:http://docs.unity3d.com/ScriptReference/MonoBehaviour.StopCoroutine.htmlhttp://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html