首页 > 解决方案 > 为什么在使用断点时脚本会继续运行并且可以正常工作,但没有断点就不行?

问题描述

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;

public class SpaceshipCutscene : MonoBehaviour
{
    public Transform player;
    public Transform[] npcs;
    public Transform console;
    public Camera FPSCamera;
    public Camera mainCamera;
    public Animator[] anim;
    public float rotationSpeed = 3f;
    public float distanceFromConsole;


    private bool moveNpc = false;
    private float sp = 0f;
    private float distance;

    // Use this for initialization
    void Start()
    {

    }

    private void Update()
    {
        distance = Vector3.Distance(transform.position, npcs[0].transform.position);
        if (moveNpc)
        {
            // Soldier 2 rotating and looking at player
            Vector3 dir = player.position - npcs[0].position;
            dir.y = 0; // keep the direction strictly horizontal
            Quaternion rot = Quaternion.LookRotation(dir);
            // slerp to the desired rotation over time
            npcs[0].rotation = Quaternion.Slerp(npcs[0].rotation, rot, rotationSpeed * Time.deltaTime);

            var dist = Vector3.Distance(npcs[1].position, console.position);
            if (dist < distanceFromConsole)
            {
                sp += Time.deltaTime;
                sp = Mathf.Clamp(sp, 0f, 1f);
                anim[1].SetFloat("WalkingSpeed", sp);
            }

            Vector3 dirToComputer = console.transform.position - npcs[1].position;
            dirToComputer.y = 0;
            Quaternion rot1 = Quaternion.LookRotation(dirToComputer);
            npcs[1].rotation = Quaternion.Slerp(npcs[1].rotation, rot1, rotationSpeed * Time.deltaTime);

        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (HoriDoorManager.doorLockState == false && distance < 5f)
        {
            if (other.gameObject.tag == "SpaceshipCutscene")
            {
                FPSCamera.enabled = false;
                mainCamera.enabled = true;
                moveNpc = true;
                anim[0].SetBool("Aiming", true);
                anim[1].SetBool("Walktouse", true);
            }
        }
    }
}

我正在计算玩家和第一个 npc 之间的距离,因为我希望 OnTriggerExit 触发并在特定方向上工作。

在行上使用断点时:

FPSCamera.enabled = false;

它停在这条线上,然后我点击继续,它进入了更新中的其余代码。

但是,如果我不在该行上添加断点,它就不起作用,它什么也不做。不给出错误或异常只是不获取更新中的其余代码。

标签: c#unity3d

解决方案


https://docs.unity3d.com/ScriptReference/Collider.OnTriggerExit.html OnTriggerExit 发生在对撞机停止接触后的 FixedUpdate 上

更新发生在每一帧,而 FixedUpdate 发生在计时器上。所以这里的事情可能只是不同步。创建一个断点将确保框架停止,并且当你这样做时一切都可能对齐。


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