随着时间的推移缩放游戏对象 [英] Scale GameObject over time
问题描述
我在 unity 中做了一个测试游戏,当我点击一个按钮时,它会产生一个从工厂类创建的圆柱体.我试图做到这一点,当我创建圆柱体时,它的高度在接下来的 20 秒内缩小.我发现的一些方法很难转化为我正在做的事情.如果您能引导我走向正确的方向,我将不胜感激.
I made a test game in unity that makes it so when I click on a button, it spawns a cylinder created from a factory class. I'm trying to make it so when I create the cylinder, its height shrinks over the next 20 seconds. Some methods I found are difficult to translate into what I'm doing. If you could lead me to the right direction, I'd very much appreciate it.
这是我的圆柱类代码
public class Cylinder : Shape
{
public Cylinder()
{
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
cylinder.transform.position = new Vector3(3, 0, 0);
cylinder.transform.localScale = new Vector3(1.0f, Random.Range(1, 2)-1*Time.deltaTime, 1.0f);
cylinder.GetComponent<MeshRenderer>().material.color = Random.ColorHSV();
Destroy(cylinder, 30.0f);
}
}
推荐答案
这可以通过协程函数中的 Time.deltaTime
和 Vector3.Lerp
来完成.类似于随时间旋转游戏对象和随时间移动游戏对象 问题.稍微修改一下就可以做到这一点.
This can be done with the Time.deltaTime
and Vector3.Lerp
in a coroutine function. Similar to Rotate GameObject over time and Move GameObject over time questions. Modified it a little bit to do just this.
bool isScaling = false;
IEnumerator scaleOverTime(Transform objectToScale, Vector3 toScale, float duration)
{
//Make sure there is only one instance of this function running
if (isScaling)
{
yield break; ///exit if this is still running
}
isScaling = true;
float counter = 0;
//Get the current scale of the object to be moved
Vector3 startScaleSize = objectToScale.localScale;
while (counter < duration)
{
counter += Time.deltaTime;
objectToScale.localScale = Vector3.Lerp(startScaleSize, toScale, counter / duration);
yield return null;
}
isScaling = false;
}
用法:
将在 20 秒内缩放游戏对象:
Will scale GameObject within 20 seconds:
StartCoroutine(scaleOverTime(cylinder.transform, new Vector3(0, 0, 90), 20f));
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