计时器 unity3d col.gameObject.name
Timer unity3d col.gameObject.name
我尝试创建一个计时器,它可以在玩家销毁对象时启动吗?
我需要,当玩家销毁对象调用 "test" 时,启动一个计时器,玩家速度从 5f 变为 10f 10 秒。当计时器为 10 或更多时,我需要玩家速度回到 5f。
这是我的代码:
using UnityEngine;
using UnityEngine.UI;
using UnitySampleAssets.CrossPlatformInput;
namespace CompleteProject
{
public class PlayerMovement : MonoBehaviour
{
public static float speed = 5f;
public float timer = 5.0f;
float timerMin = 1.0f;
Vector3 movement; // The vector to store the direction of the player's movement.
Animator anim; // Reference to the animator component.
Rigidbody playerRigidbody; // Reference to the player's rigidbody.
#if !MOBILE_INPUT
int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
float camRayLength = 100f; // The length of the ray from the camera into the scene.
#endif
void Awake ()
{
#if !MOBILE_INPUT
// Create a layer mask for the floor layer.
floorMask = LayerMask.GetMask ("Floor");
#endif
// Set up references.
anim = GetComponent <Animator> ();
playerRigidbody = GetComponent <Rigidbody> ();
}
void FixedUpdate ()
{
timer += Time.deltaTime;
// Store the input axes.
float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
float v = CrossPlatformInputManager.GetAxisRaw("Vertical");
// Move the player around the scene.
Move (h, v);
// Turn the player to face the mouse cursor.
Turning ();
// Animate the player.
Animating (h, v);
}
void Move (float h, float v)
{
// Set the movement vector based on the axis input.
movement.Set (h, 0f, v);
// Normalise the movement vector and make it proportional to the speed per second.
movement = movement.normalized * speed * Time.deltaTime;
// Move the player to it's current position plus the movement.
playerRigidbody.MovePosition (transform.position + movement);
}
void Update ()
{
if(Input.GetKeyUp(KeyCode.Space))
{
}
}
void OnCollisionEnter (Collision col)
{
if(col.gameObject.name == "coin10")
{
Destroy(col.gameObject);
CoinManager.coin=CoinManager.coin+10;
}
if(col.gameObject.name == "coin5")
{
Destroy(col.gameObject);
CoinManager.coin=CoinManager.coin+5;
}
if(col.gameObject.name == "coin1")
{
Destroy(col.gameObject);
CoinManager.coin=CoinManager.coin+1;
}
if(col.gameObject.name == "eterium1")
{
Destroy(col.gameObject);
EteriumManager.eterium=EteriumManager.eterium+1;
}
if(col.gameObject.name == "test")
{
}
}
void Turning ()
{
#if !MOBILE_INPUT
// Create a ray from the mouse cursor on screen in the direction of the camera.
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
// Create a RaycastHit variable to store information about what was hit by the ray.
RaycastHit floorHit;
// Perform the raycast and if it hits something on the floor layer...
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
{
// Create a vector from the player to the point on the floor the raycast from the mouse hit.
Vector3 playerToMouse = floorHit.point - transform.position;
// Ensure the vector is entirely along the floor plane.
playerToMouse.y = 0f;
// Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
Quaternion newRotatation = Quaternion.LookRotation (playerToMouse);
// Set the player's rotation to this new rotation.
playerRigidbody.MoveRotation (newRotatation);
}
#else
Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y"));
if (turnDir != Vector3.zero)
{
// Create a vector from the player to the point on the floor the raycast from the mouse hit.
Vector3 playerToMouse = (transform.position + turnDir) - transform.position;
// Ensure the vector is entirely along the floor plane.
playerToMouse.y = 0f;
// Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
Quaternion newRotatation = Quaternion.LookRotation(playerToMouse);
// Set the player's rotation to this new rotation.
playerRigidbody.MoveRotation(newRotatation);
}
#endif
}
void Animating (float h, float v)
{
// Create a boolean that is true if either of the input axes is non-zero.
bool walking = h != 0f || v != 0f;
// Tell the animator whether or not the player is walking.
anim.SetBool ("IsWalking", walking);
}
}
}
这是我需要启动计时器的部分:
if(col.gameObject.name == "test")
{
}
我尝试使用定时器 -= time.deltatime 但 time.deltatime 不是定时器。计时器的值是对象销毁的值。
大家可以帮我做这个定时器吗?
示例:
if(timer<=10){
speed=10f;
}
else
{
speed=5f;
}
使用 Coroutine.
- 启动协程。
- 更改player_speed。
- 等你的时间。
- 重置速度。
if(col.gameObject.name == "test")
{
StartCoroutine("SlowSpeed");
}
private IEnumerator SlowSpeed()
{
player_speed = 10;
yield return new WaitForSeconds(10f);
player_speed = 5;
}
我尝试创建一个计时器,它可以在玩家销毁对象时启动吗? 我需要,当玩家销毁对象调用 "test" 时,启动一个计时器,玩家速度从 5f 变为 10f 10 秒。当计时器为 10 或更多时,我需要玩家速度回到 5f。
这是我的代码:
using UnityEngine;
using UnityEngine.UI;
using UnitySampleAssets.CrossPlatformInput;
namespace CompleteProject
{
public class PlayerMovement : MonoBehaviour
{
public static float speed = 5f;
public float timer = 5.0f;
float timerMin = 1.0f;
Vector3 movement; // The vector to store the direction of the player's movement.
Animator anim; // Reference to the animator component.
Rigidbody playerRigidbody; // Reference to the player's rigidbody.
#if !MOBILE_INPUT
int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
float camRayLength = 100f; // The length of the ray from the camera into the scene.
#endif
void Awake ()
{
#if !MOBILE_INPUT
// Create a layer mask for the floor layer.
floorMask = LayerMask.GetMask ("Floor");
#endif
// Set up references.
anim = GetComponent <Animator> ();
playerRigidbody = GetComponent <Rigidbody> ();
}
void FixedUpdate ()
{
timer += Time.deltaTime;
// Store the input axes.
float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
float v = CrossPlatformInputManager.GetAxisRaw("Vertical");
// Move the player around the scene.
Move (h, v);
// Turn the player to face the mouse cursor.
Turning ();
// Animate the player.
Animating (h, v);
}
void Move (float h, float v)
{
// Set the movement vector based on the axis input.
movement.Set (h, 0f, v);
// Normalise the movement vector and make it proportional to the speed per second.
movement = movement.normalized * speed * Time.deltaTime;
// Move the player to it's current position plus the movement.
playerRigidbody.MovePosition (transform.position + movement);
}
void Update ()
{
if(Input.GetKeyUp(KeyCode.Space))
{
}
}
void OnCollisionEnter (Collision col)
{
if(col.gameObject.name == "coin10")
{
Destroy(col.gameObject);
CoinManager.coin=CoinManager.coin+10;
}
if(col.gameObject.name == "coin5")
{
Destroy(col.gameObject);
CoinManager.coin=CoinManager.coin+5;
}
if(col.gameObject.name == "coin1")
{
Destroy(col.gameObject);
CoinManager.coin=CoinManager.coin+1;
}
if(col.gameObject.name == "eterium1")
{
Destroy(col.gameObject);
EteriumManager.eterium=EteriumManager.eterium+1;
}
if(col.gameObject.name == "test")
{
}
}
void Turning ()
{
#if !MOBILE_INPUT
// Create a ray from the mouse cursor on screen in the direction of the camera.
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
// Create a RaycastHit variable to store information about what was hit by the ray.
RaycastHit floorHit;
// Perform the raycast and if it hits something on the floor layer...
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
{
// Create a vector from the player to the point on the floor the raycast from the mouse hit.
Vector3 playerToMouse = floorHit.point - transform.position;
// Ensure the vector is entirely along the floor plane.
playerToMouse.y = 0f;
// Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
Quaternion newRotatation = Quaternion.LookRotation (playerToMouse);
// Set the player's rotation to this new rotation.
playerRigidbody.MoveRotation (newRotatation);
}
#else
Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y"));
if (turnDir != Vector3.zero)
{
// Create a vector from the player to the point on the floor the raycast from the mouse hit.
Vector3 playerToMouse = (transform.position + turnDir) - transform.position;
// Ensure the vector is entirely along the floor plane.
playerToMouse.y = 0f;
// Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
Quaternion newRotatation = Quaternion.LookRotation(playerToMouse);
// Set the player's rotation to this new rotation.
playerRigidbody.MoveRotation(newRotatation);
}
#endif
}
void Animating (float h, float v)
{
// Create a boolean that is true if either of the input axes is non-zero.
bool walking = h != 0f || v != 0f;
// Tell the animator whether or not the player is walking.
anim.SetBool ("IsWalking", walking);
}
}
}
这是我需要启动计时器的部分:
if(col.gameObject.name == "test")
{
}
我尝试使用定时器 -= time.deltatime 但 time.deltatime 不是定时器。计时器的值是对象销毁的值。 大家可以帮我做这个定时器吗?
示例:
if(timer<=10){
speed=10f;
}
else
{
speed=5f;
}
使用 Coroutine.
- 启动协程。
- 更改player_speed。
- 等你的时间。
- 重置速度。
if(col.gameObject.name == "test")
{
StartCoroutine("SlowSpeed");
}
private IEnumerator SlowSpeed()
{
player_speed = 10;
yield return new WaitForSeconds(10f);
player_speed = 5;
}