为什么我的脚本挂当我运行计时器回调方法?团结c#
本文关键字:方法 回调 团结 计时器 运行 脚本 我的 为什么 | 更新日期: 2023-09-27 18:01:32
为什么我的脚本挂当我运行定时器?当计时器停止时,它将回调该方法。
例如我下面的代码:脚本文件- LakeSpot.cs(此脚本是随机生成的比如Easy Spot, Very Easy Spot和soon)
我缩短了代码并删除了相同的代码
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Linq;
using System.Collections.Generic;
public class LakeSpot : MonoBehaviour {
player Player;
fishingDatabase fishDatabase;
Image itemImage;
Sprite icon;
int maxSpot = 5;
List<spawnSpot> spot = new List<spawnSpot>();
int k = 0;
int maxVES;
int index;
getSpotLakeScript spotscript;
// Use this for initialization
void Start () {
Player = GameObject.FindGameObjectWithTag ("player").GetComponent<player> ();
fishDatabase = GameObject.FindGameObjectWithTag ("fishingDatabase").GetComponent<fishingDatabase> ();
index = fishDatabase.spawnRateLake.FindIndex (j => j.Level == spawnSpot.spotLevel.VES);
maxVES = fishDatabase.spawnRateLake [index].maxSpawn;
GenerateSpot ();
}
// Update is called once per frame
void Update () {
}
public void GenerateSpot() {
Player.lakerollFishing = new List<int> ();
Player.lakeSpotRoll = new List<int> ();
Player.lakeNotActiveSpot = new List<int> ();
for(int i = 0; i < maxSpot; i++) {
int roll = Random.Range(0,fishDatabase.spawnRateLake.Count);
if(fishDatabase.spawnRateLake[roll].Level == spawnSpot.spotLevel.VES) {
if(maxVES > 0) {
this.gameObject.transform.GetChild(i).gameObject.SetActive(true);
icon = Resources.Load<Sprite> ("spotLevel" + "/" + "Very Easy Spot");
itemImage = this.gameObject.transform.GetChild(i).GetComponent<Image>();
itemImage.sprite = icon;
maxVES--;
Player.lakerollFishing.Add(roll);
Player.lakeSpotRoll.Add(i);
} else {
i--;
}
}
}
}
}
generatspot()方法用于生成随机点,如Very Easy spot, Easy spot和soon
然后我有脚本文件- LakeVisitTimer.cs(这个脚本是倒计时的计时器。当Timer为0时,它会调用
我已经缩短了代码
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using System.Collections.Generic;
public class LakeVisitTimer : MonoBehaviour {
public Text TimerText;
public string dy;
public float days;
public float Hours;
public float Minutes;
public float Seconds;
int code;
LakeSpot spots;
player Player;
GameObject lakeside;
// Use this for initialization
void Start () {
StartCoroutine(Wait());
}
void Awake() {
Player = GameObject.FindGameObjectWithTag ("player").GetComponent<player> ();
lakeside = GameObject.Find ("LakeSide").gameObject;
spots = lakeside.gameObject.transform.GetChild (1).GetComponent<LakeSpot>();
code = PlayerPrefs.GetInt ("LakeVisitCode");
if (code == 1) {
OnResumeSession ();
}
}
public void StopTimer() {
Seconds = 0;
Minutes = 0;
Hours = 0;
days = 0;
Player.maxLakeFishing = 2;
Player.lakerollFishing = new List<int> ();
Player.lakeSpotRoll = new List<int> ();
Player.lakeNotActiveSpot = new List<int> ();
PlayerPrefs.SetInt("LakeVisitCode",0);
spots.GenerateSpot ();
}
}
方法StopTimer()工作时,定时器为零。它回调了spots.GenerateSpot(),这是一个来自LakeSpot.cs的方法,用于生成随机的斑点。
例如,计时器现在为零,它回调GenerateSpot()。当回调时,它变成Hang。
我检查任务管理器的内存占用到300 MB。
我找到解决办法了。
我刚刚删除了脚本:
Player.lakerollFishing = new List<int> ();
Player.lakeSpotRoll = new List<int> ();
Player.lakeNotActiveSpot = new List<int> ();
from LakeSpot.cs at GenerateSpot() method
我已经在方法StopTimer()中将该脚本命名为LakeVisitTimer.cs。