Ima*_*oon 2 c# unity-game-engine vuforia
下面是我的C#脚本.我在项目中添加了一个带有On Click事件的按钮,并调用了Rotate()方法.但由于某种原因它不起作用
using System.Threading;
using UnityEngine;
public class Orbit : MonoBehaviour {
public GameObject sun;
public float speed;
// Use this for initialization
void Start () {
}
public void Update()
{
Rotate();
}
public void Rotate()
{
transform.RotateAround(sun.transform.position, Vector3.up, speed *
Time.deltaTime);
}
}
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我在调用Rotate()方法时注释了Update()方法.我还为脚本创建了一个游戏对象.
它之所以在Update目前才有效的原因是
public void Rotate()
{
transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
}
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需要被重复调用.否则它只会旋转一帧,并且Time.deltaTime只会产生很小的量.但组件的onClick事件Button只被触发一次.它类似于例如Input.GetKeyDown当键下降时仅调用一次.Button组件中没有实现它来处理持续按下按钮.
根据我的理解,你想要的是在点击按钮后旋转对象
Button单独的组件只能执行前三个:
private bool isRotating;
public void Rotate()
{
// if aready rotating do nothing
if(isRotating) return;
// start the rotation
StartCoroutine(RotateRoutine());
isRotating = true;
}
private IEnumerator RotateRoutine()
{
// whuut?!
// Don't worry coroutines work a bit different
// the yield return handles that .. never forget it though ;)
while(true)
{
// rotate a bit
transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
// leave here, render the frame and continue in the next frame
yield return null;
}
}
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或者仍然在做 Update
private bool isRotating = false;
private void Update()
{
// if not rotating do nothing
if(!isRotating) return;
// rotate a bit
transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
}
public void Rotate()
{
// enable the rotation
isRotating = true;
}
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请注意,Update解决方案仅供您了解所发生的情况.它不应该像那样使用,因为它不是那么有效,因为它被Update连续调用并且如果还没有旋转则检查bool.这会产生不必要的开销 这同样适用于以下所有示例:优先使用Coroutines Update(在这种情况下!在其他情况下,使用一种Update方法而不是多个并发协同程序,它实际上更好,更有效..但这是另一个故事.)
作为Coroutine
// adjust in the inspector
// how long should rotation carry on (in seconds)?
public float duration = 1;
private bool isAlreadyRotating;
public void Rotate()
{
// if aready rotating do nothing
if(isAlreadyRotating) return;
// start a rottaion
StartCoroutine(RotateRoutine());
}
private IEnumerator RotateRoutine()
{
// set the flag to prevent multiple callse
isAlreadyRotating = true;
float timePassed = 0.0f;
while(timePassed < duration)
{
// rotate a small amount
transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
// add the time passed since last frame
timePassed += Time.deltaTime;
// leave here, render the frame and continue in the next frame
yield return null;
}
// reset the flag so another rotation might be started again
isAlreadyRotating = false;
}
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或者在 Update
public float duration;
private bool isRotating;
private float timer;
private void Update()
{
// if not rotating do nothing
if(!isRotating) return;
// reduce the timer by passed time since last frame
timer -= Time.deltaTime;
// rotate a small amount
transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
// if the timer is not 0 return
if(timer > 0) return;
// stop rottaing
isRotating = false;
}
public void Rotate()
{
// if already rotating do nothing
if(isRotating) return;
// start rotating
isRotating = true;
// enable timer
timer = duration;
}
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这与之前的非常相似,但这次是通过再次单击停止旋转而不是计时器.(你甚至可以将两者结合起来,但要小心isRotating正确地重置旗帜;))
作为Coroutine
private bool isRotating;
public void ToggleRotation()
{
// if rotating stop the routine otherwise start one
if(isRotating)
{
StopCoroutine(RotateRoutine());
isRotating = false;
}
else
{
StartCoroutine(RotateRoutine());
isRotating = true;
}
}
private IEnumerator RotateRoutine()
{
// whuut?!
// Don't worry coroutines work a bit different
// the yield return handles that .. never forget it though ;)
while(true)
{
// rotate a bit
transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
// leave here, render the frame and continue in the next frame
yield return null;
}
}
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或者作为 Update
private bool isRotating;
private void Update()
{
// if not rotating do nothing
if(!isRottaing) return;
// rotate a bit
transform.RotateAround(sun.transform.position, Vector3.up, speed * Time.deltaTime);
}
public void ToggleRotation()
{
// toggle the flag
isRotating = !isRotating;
}
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这是最"复杂"的部分,因为Button单凭这一部分无法做到这一点(没有"发布").但您可以使用IPointerXHandler接口实现此功能.
好消息:您可以保留原始脚本
public void Rotate()
{
transform.RotateAround(sun.transform.position, Vector3.up, speed *
Time.deltaTime);
}
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现在您需要按钮的扩展名.它会在whilePressed每一帧重复调用事件,Update因此您只需要引用您的Rotate方法whilePressed而不是onClick.
再次有两个选项可以将它作为Coroutine实现:
[RequireComponent(typeof(Button))]
public class HoldableButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler
{
// reference the same way as in onClick
public UnityEvent whilePressed;
private Button button;
private bool isPressed;
private void Awake()
{
button = GetComponent<Button>();
if(!button)
{
Debug.LogError("Oh no no Button component on this object :O",this);
}
}
// Handle pointer down
public void OnPointerDown()
{
// skip if the button is not interactable
if(!button.enabled || !button.interactable) return;
// skip if already rotating
if(isPressed) return;
StartCoroutine(PressedRoutine());
isPressed= true;
}
// Handle pointer up
public void OnPointerUp()
{
isPressed= false;
}
// Handle pointer exit
public void OnPointerExit()
{
isPressed= false;
}
private IEnumerator RotateRoutine()
{
// repeatedly call whilePressed until button isPressed turns false
while(isPressed)
{
// break the routine if button was disabled meanwhile
if(!button.enabled || !button.interactable)
{
isPressed = false;
yield break;
}
// call whatever is referenced in whilePressed;
whilePressed.Invoke();
// leave here, render the frame and continue in the next frame
yield return null;
}
}
}
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或者你可以做同样的Update再次以及
[RequireComponent(typeof(Button))]
public class HoldableButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler
{
public UnityEvent whilePressed;
private bool isPressed;
private Button button;
private void Awake()
{
button = GetComponent<Button>();
if(!button)
{
Debug.LogError("Oh no no Button component on this object :O",this);
}
}
private void Update()
{
// if button is not interactable do nothing
if(!button.enabled || !button.interactable) return;
// if not rotating do nothing
if(!isPressed) return;
// call whatever is referenced in whilePressed;
whilePressed.Invoke();
}
// Handle pointer down
public void OnPointerDown()
{
// enable pressed
isPressed= true;
}
// Handle pointer up
public void OnPointerUp()
{
// disable pressed
isPressed= false;
}
// Handle pointer exit
public void OnPointerExit()
{
// disable pressed
isPressed= false;
}
}
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将此组件放在组件旁边Button.您不必引用任何内容,onClick只需将其留空即可.而是引用一些东西onPressed.保留Button组件,因为它也处理我们的UI样式(如悬停更改颜色/精灵等)
再说一次:Update解决方案现在可能看起来更干净/更简单,但效率不高(在这个用例中)并且易于控制(这可能是基于意见的)作为Coroutine解决方案.
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