首页 > 解决方案 > Unity 3D:协程武器动画不会多次执行

问题描述

我有一个用于我正在开发的游戏的伸缩尖刺武器,它曾经非常好用,但之后不会再次开火:

public void ExpandSequence()
{
    if (!mExpanding)
    {
        StartCoroutine(mExpand);
    }
        
}

private IEnumerator _ExpandSequence()
{
    mExpanding = true;
    mBaseGoal = transform.localPosition + mBaseDistance * Vector3.up;
    mConeGoal = mSpikeSections[5].localPosition + mConeDistance * Vector3.up;

    while (transform.localPosition.y > mBaseSpikeEnd || mSpikeSections[1].localPosition.y > mCylinderEnd
        || mSpikeSections[5].localPosition.y > mConeEnd)
    { //only using the first cylinder section in the condition since they all move the same distance
        
        transform.localPosition = Vector3.MoveTowards(transform.localPosition, mBaseGoal, mSpeed);

        mSpikeSections[1].localPosition = mSpikeSections[2].localPosition = mSpikeSections[3].localPosition = 
            mSpikeSections[4].localPosition = Vector3.MoveTowards(mSpikeSections[1].localPosition, Vector3.up * mCylinderDistance, mSpeed);

        mSpikeSections[5].localPosition = Vector3.MoveTowards(mSpikeSections[5].localPosition, mConeGoal, mSpeed);

        if (Mathf.Approximately(transform.localPosition.y, mBaseSpikeEnd) &&
            Mathf.Approximately(mSpikeSections[1].localPosition.y, mCylinderEnd) &&
            Mathf.Approximately(mSpikeSections[5].localPosition.y, mConeEnd))
        {
            mExpanding = false; //probably unnecessary
            transform.localPosition = mBaseGoal;
            mSpikeSections[5].localPosition = mConeGoal;

            yield break; //putting this here stops it from looping, but it still won't fire a second time
        }

        yield return null;
    }
    mExpanding = false;
}

public void CollapseSequence()
{
    if (!mCollapsing)
    {
        StartCoroutine(mCollapse);
    }
}

private IEnumerator _CollapseSequence()
{
    mCollapsing = true;
    mBaseGoal = transform.localPosition - mBaseDistance * Vector3.up;
    mConeGoal = mSpikeSections[5].localPosition - mConeDistance * Vector3.up;

    while (transform.localPosition.y < mBaseSpikeStart || mSpikeSections[1].localPosition.y < mCylinderStart
        || mSpikeSections[5].localPosition.y < mConeStart)
    { //only using the first cylinder section in the condition since they all move the same distance

        transform.localPosition = Vector3.MoveTowards(transform.localPosition, mBaseGoal, mSpeed);

        mSpikeSections[1].localPosition = mSpikeSections[2].localPosition = mSpikeSections[3].localPosition =
            mSpikeSections[4].localPosition = Vector3.MoveTowards(mSpikeSections[1].localPosition, Vector3.zero, mSpeed);

        mSpikeSections[5].localPosition = Vector3.MoveTowards(mSpikeSections[5].localPosition, mConeGoal, mSpeed);

        if (Mathf.Approximately(transform.localPosition.y, mBaseSpikeStart) && 
            Mathf.Approximately(mSpikeSections[1].localPosition.y, mCylinderStart) && 
            Mathf.Approximately(mSpikeSections[5].localPosition.y, mConeStart))
        {
            transform.localPosition = mBaseGoal;
            mSpikeSections[5].localPosition = mConeGoal;
            mCollapsing = false; //probably unnecessary
            yield break; //putting this here stops it from looping, but it still won't fire a second time
        }

        yield return null;
    }
    mCollapsing = false;
}

我最后添加的 if 语句用于“损害控制”,但似乎并没有改变总体结果。展开辅助函数“Expand()”似乎每次都执行,但实际函数以及折叠辅助函数只运行一次。如果有人可以帮助我解决这个问题,将不胜感激。

标签: c#unity3dcoroutine

解决方案


我看不到您分配的位置mExpandmCollapse.

但我猜你只做了一次,例如在Start. 然后它只发生一次,因为分配的例程在第一次运行后已经完成。

它可能应该是例如

public void ExpandSequence()
{
    if (!mExpanding)
    {
        mExpand = StartCoroutine(_ExpandSequence());
    }
}

并因此也用于折叠例程,以便运行一个 IEnumerator的/Coroutine而不是已经运行到最后的一个。


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