Unity Timer 变为负值?

Unity Timer goes into negative?

所以,我正在尝试为我的游戏制作一个 "Merchant" 系统。 5 分钟后(计时器开始计时)商户可用,第二个计时器开始计时,但第二个计时器为 -。

    void Update()
{
    timeremaining -= Time.deltaTime;
    int minutes = Mathf.FloorToInt(timeremaining / 60F);
    int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
    string niceTime = string.Format("{0:0}:{1:00}", minutes, seconds);

    howlonghere -= Time.deltaTime;
    int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
    int seconds2 = Mathf.FloorToInt(howlonghere - minutes * 60);
    string niceTime2 = string.Format("{0:0}:{1:00}", minutes, seconds);

    if (timeremaining > 0)
    {
        Merchanthuman.enabled = false;
        Merchanthuman.interactable = false;
        Tiimer.text = "Merchant will be here: " + niceTime;
    }
    else
    {
        Tiimer.text = "Merchant is here for: " + niceTime2;
        Merchanthuman.enabled = true;
        Merchanthuman.interactable = true;
    }
}

那 "Merchant is here for: " 应该开始新的倒计时,这将是第二次。像 Will be here 是 5 分钟 & is here for 是 2 分钟。

让我们稍微分开一下:

public const float TravelTime = 5.0f;
public const float VisitTime = 4.0f;
public float timeremaining;
public float howlonghere;

//Setup initial timers
void Start()
{
    timeremaining = TravelTime;
    howlonghere = VisitTime;
}

//Check each frame for the scenario
void Update()
{
    if (timeremaining > 0)
    {
        string niceTime = ElapseTravel();
        Merchanthuman.enabled = false;
        Merchanthuman.interactable = false;
        Tiimer.text = "Merchant will be here: " + niceTime;
    }
    else
    {
        string niceTime2 = ElapseVisit();
        Tiimer.text = "Merchant is here for: " + niceTime2;
        Merchanthuman.enabled = true;
        Merchanthuman.interactable = true;
    }
}

//Elapse remaining time when merchant travels
private string ElapseTravel()
{
    timeremaining -= Time.deltaTime;
    int minutes = Mathf.FloorToInt(timeremaining / 60F);
    int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
    return string.Format("{0:0}:{1:00}", minutes, seconds); 
}

//Elapse stay time when merchant is here
private string ElapseVisit()
{
    howlonghere -= Time.deltaTime;
    int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
    int seconds2 = Mathf.FloorToInt(howlonghere - minutes2 * 60);
    if (howlonghere <= 0)
    {
        timeremaining = TravelTime;
        howlonghere = VisitTime;
    }
    return string.Format("{0:0}:{1:00}", minutes2, seconds2);
}

无论情况如何,您都在减少 timeremaininghowlonghere。您需要拆分这两种情况,并根据商家正在前往某个地点或他是否已经在这里这一事实,仅忽略(减少)其中一个值。

Unity Timer 不是负数。变负的是你自己的变量。

这里实际发生的是您正在检查 5 分钟并执行 timeremaining -= Time.deltaTime;,这将不断减少您的 timeremaining 变量。

第二件事是你在减少 howlonghere 的同时它变成负数。因为 howlonghere 小于 timeremaining.

因此,当您的第一个计时器变为 timeremaining <= 0 时,您的第二个计时器 howlonghere 将变为 howlonghere = -3 minutes。 (假设最初 timeremaining = 5howlonghere = 2)。

如果你不想在这里改变你的逻辑,你可以做什么。

void Update()
{
    timeremaining -= Time.deltaTime;
    int minutes = Mathf.FloorToInt(timeremaining / 60F);
    int seconds = Mathf.FloorToInt(timeremaining - minutes * 60);
    string niceTime = string.Format("{0:0}:{1:00}", minutes, seconds);

    if (timeremaining > 0)
    {
        Merchanthuman.enabled = false;
        Merchanthuman.interactable = false;
        Tiimer.text = "Merchant will be here: " + niceTime;
    }
    else {
        howlonghere -= Time.deltaTime;
        int minutes2 = Mathf.FloorToInt(howlonghere / 60F);
        int seconds2 = Mathf.FloorToInt(howlonghere - minutes * 60);
        string niceTime2 = string.Format("{0:0}:{1:00}", minutes, seconds);   

        Tiimer.text = "Merchant is here for: " + niceTime2;
        Merchanthuman.enabled = true;
        Merchanthuman.interactable = true; 
    }

}

显然你会更相应地定制它。但这只是为了让你清楚。