如何以统一的简单方式使脚本等待/休眠 [英] How to make the script wait/sleep in a simple way in unity

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问题描述

如何在 TextUI.text = .... 之间放置一个睡眠函数,以在每个短语之间等待3秒?

How can I put a sleep function between the TextUI.text = ...., to wait 3 seconds between each phrase?

public Text GuessUI;
public Text TextUI;

[...truncated...]

TextUI.text = "Welcome to Number Wizard!";
TextUI.text = ("The highest number you can pick is " + max);
TextUI.text = ("The lowest number you can pick is " + min);

我已经尝试过各种方法,但是都没有用,例如:

I already tried various things but none have worked, such as this:

TextUI.text = "Welcome to Number Wizard!";
yield WaitForSeconds (3);
TextUI.text = ("The highest number you can pick is " + max);
yield WaitForSeconds (3);
TextUI.text = ("The lowest number you can pick is " + min);

用bash表示:

echo "Welcome to Number Wizard!"
sleep 3
echo "The highest number you can pick is 1000"
sleep 3
.....

但我不知道如何在Unity中使用C#

but I can't figure out how to do this in Unity with C#

推荐答案

在Unity中有多种等待方式。这确实很简单,但我认为值得涵盖执行这些操作的大多数方法:

There are many ways to wait in Unity. It is really simple but I think it's worth covering most ways to do these:

1 。带有协程和 WaitForSeconds

1.With a coroutine and WaitForSeconds.

这是迄今为止最简单的方法。将需要等待一段时间的所有代码放在协程函数中,然后可以使用 WaitForSeconds 。请注意,在协程函数中,您可以使用 StartCoroutine(yourFunction)调用该函数。

The is by far the simplest way. Put all the code that you need to wait for some time in a coroutine function then you can wait with WaitForSeconds. Note that in coroutine function, you call the function with StartCoroutine(yourFunction).

下面的示例将旋转90度,等待4秒,旋转40度,等待2秒,然后最后旋转20度。

void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    yield return new WaitForSeconds(4);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    yield return new WaitForSeconds(2);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

2 。带有协程和 WaitForSecondsRealtime

2.With a coroutine and WaitForSecondsRealtime.

WaitForSeconds WaitForSecondsRealtime 的唯一区别是 WaitForSecondsRealtime 正在使用无标度的时间等待,这意味着当使用 Time.timeScale 暂停游戏时, WaitForSecondsRealtime 函数不会受到影响,但 WaitForSeconds 会受到影响。

The only difference between WaitForSeconds and WaitForSecondsRealtime is that WaitForSecondsRealtime is using unscaled time to wait which means that when pausing a game with Time.timeScale, the WaitForSecondsRealtime function would not be affected but WaitForSeconds would.

void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    yield return new WaitForSecondsRealtime(4);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    yield return new WaitForSecondsRealtime(2);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}






等待并仍然能够看到您等待了多长时间:

3 。使用协程,并在每帧中使用< a href = https://docs.unity3d.com/ScriptReference/Time-deltaTime.html rel = noreferrer> Time.deltaTime

3.With a coroutine and incrementing a variable every frame with Time.deltaTime.

一个很好的例子是,当您需要计时器在屏幕上显示它等待了多少时间时。基本上就像一个计时器。

A good example of this is when you need the timer to display on the screen how much time it has waited. Basically like a timer.

当您想使用 boolean 变量来中断等待/睡眠时,也很好是真的。这是收益率中断的位置; 可以使用。

It's also good when you want to interrupt the wait/sleep with a boolean variable when it is true. This is where yield break; can be used.

bool quit = false;

void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    float counter = 0;
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    float waitTime = 4;
    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        //Wait for a frame so that Unity doesn't freeze
        //Check if we want to quit this function
        if (quit)
        {
            //Quit function
            yield break;
        }
        yield return null;
    }

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    waitTime = 2;
    //Reset counter
    counter = 0;
    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        //Check if we want to quit this function
        if (quit)
        {
            //Quit function
            yield break;
        }
        //Wait for a frame so that Unity doesn't freeze
        yield return null;
    }

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

您仍然可以通过移动 while 循环到另一个协程函数并产生它,并且仍然可以看到它的计数,甚至中断计数器。

You can still simplify this by moving the while loop into another coroutine function and yielding it and also still be able to see it counting and even interrupt the counter.

bool quit = false;

void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    float waitTime = 4;
    yield return wait(waitTime);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    waitTime = 2;
    yield return wait(waitTime);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

IEnumerator wait(float waitTime)
{
    float counter = 0;

    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        if (quit)
        {
            //Quit function
            yield break;
        }
        //Wait for a frame so that Unity doesn't freeze
        yield return null;
    }
}






等待/睡眠,直到变量更改或等于另一个值

4 。带有协程和 WaitUntil 函数:

4.With a coroutine and the WaitUntil function:

等到条件变为 true 为止。一个示例是一个函数,等待玩家的分数达到 100 然后加载下一个级别。

Wait until a condition becomes true. An example is a function that waits for player's score to be 100 then loads the next level.

float playerScore = 0;
int nextScene = 0;

void Start()
{
    StartCoroutine(sceneLoader());
}

IEnumerator sceneLoader()
{
    Debug.Log("Waiting for Player score to be >=100 ");
    yield return new WaitUntil(() => playerScore >= 10);
    Debug.Log("Player score is >=100. Loading next Leve");

    //Increment and Load next scene
    nextScene++;
    SceneManager.LoadScene(nextScene);
}

5 。带有协程和 href = https://docs.unity3d.com/ScriptReference/WaitWhile.html rel = noreferrer> WaitWhile 函数。

5.With a coroutine and the WaitWhile function.

在条件为 true 时等待。例如,当您想按退出键时退出应用程序。

Wait while a condition is true. An example is when you want to exit app when the escape key is pressed.

void Start()
{
    StartCoroutine(inputWaiter());
}

IEnumerator inputWaiter()
{
    Debug.Log("Waiting for the Exit button to be pressed");
    yield return new WaitWhile(() => !Input.GetKeyDown(KeyCode.Escape));
    Debug.Log("Exit button has been pressed. Leaving Application");

    //Exit program
    Quit();
}

void Quit()
{
    #if UNITY_EDITOR
    UnityEditor.EditorApplication.isPlaying = false;
    #else
    Application.Quit();
    #endif
}






6 。使用 Invoke 函数:


6.With the Invoke function:

您将来可以调用告诉Unity来调用函数。当您调用 Invoke 函数时,您可以传递等待时间,然后再将该函数调用为其第二个参数。下面的示例在 Invoke 5 秒后调用 feedDog()函数

You can call tell Unity to call function in the future. When you call the Invoke function, you can pass in the time to wait before calling that function to its second parameter. The example below will call the feedDog() function after 5 seconds the Invoke is called.

void Start()
{
    Invoke("feedDog", 5);
    Debug.Log("Will feed dog after 5 seconds");
}

void feedDog()
{
    Debug.Log("Now feeding Dog");
}

7 。使用 Update()函数和 Time。 delpTime

7.With the Update() function and Time.deltaTime.

#3 相似,只是它不使用协程。它使用 Update 函数。

It's just like #3 except that it does not use coroutine. It uses the Update function.

问题在于它需要太多的变量,因此它不会

The problem with this is that it requires so many variables so that it won't run every time but just once when the timer is over after the wait.

float timer = 0;
bool timerReached = false;

void Update()
{
    if (!timerReached)
        timer += Time.deltaTime;

    if (!timerReached && timer > 5)
    {
        Debug.Log("Done waiting");
        feedDog();

        //Set to false so that We don't run this again
        timerReached = true;
    }
}

void feedDog()
{
    Debug.Log("Now feeding Dog");
}






还有其他方法在Unity中等待,但您绝对应该知道上面提到的内容,因为这样可以更轻松地在Unity中制作游戏。何时使用每个选项取决于情况。


There are still other ways to wait in Unity but you should definitely know the ones mentioned above as that makes it easier to make games in Unity. When to use each one depends on the circumstances.

对于您的特定问题,这是解决方案:

For your particular issue, this is the solution:

IEnumerator showTextFuntion()
{
    TextUI.text = "Welcome to Number Wizard!";
    yield return new WaitForSeconds(3f);
    TextUI.text = ("The highest number you can pick is " + max);
    yield return new WaitForSeconds(3f);
    TextUI.text = ("The lowest number you can pick is " + min);
}

要从启动或更新功能调用/启动协程,

And to call/start the coroutine function from your start or Update function, you call it with

StartCoroutine (showTextFuntion());

这篇关于如何以统一的简单方式使脚本等待/休眠的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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