Unity:装弹时如何开始武器装弹倒计时?

Unity: How do I start my weapon reload countdown when I am reloading?

我有一个每 3 秒倒计时一次的计时器(白色圆圈)。它附有一个名为 ReloadTimer 的脚本。

我有一个发射子弹 (TankShooter) 并重新加载 3 秒的脚本。

如何让我在重新加载时开始倒计时?

我尝试查看了很多 Unity 论坛,但建议没有用。

ReloadTimer.cs

[ExecuteInEditMode]

public class ReloadTimer : MonoBehaviour
{

public Image filled;
public Text text;
public float maxValue = 3;
public float value = 0;


// UpdateReload is called once per frame
public void UpdateReload ()
{

    value = Mathf.Clamp(value, 0, maxValue);
    float amount = value / maxValue;

    filled.fillAmount = amount;
    text.text = value.ToString();
}
}

坦克射手

public int m_PlayerNumber = 1;
public Rigidbody m_Shell;
public Transform m_FireTransform;
public AudioSource m_ShootingAudio;
public AudioClip m_FireClip;
public float m_ShellVelocity = 100f;

private string m_FireButton;

public int maxAmmo = 5;
private int currentAmmo;
public float reloadTime = 2f;
private bool isReloading = false;

public ReloadTimer reloadTimer;

public class TankShootingT : NetworkBehaviour
{
    public ReloadTimer reloadTimer;

    private void Start()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        currentAmmo = maxAmmo;
        m_FireButton = "Fire" + m_PlayerNumber;
    }

    private void Update()
    {
        if (isReloading) 
            return;

        if (currentAmmo <= 0)
        {
            StartCoroutine(Reload());


            return;
        }

        reloadTimer.UpdateReload();


        if (m_FireButton == "Fire1" && Input.GetButtonUp(m_FireButton))
        {
            // we released the button, have not fired yet
            CmdShoot();
        }

    }

    IEnumerator Reload()
    {
        isReloading = true;
        Debug.Log("Reloading...");

        yield return new WaitForSeconds(reloadTime);


        currentAmmo = maxAmmo;
        isReloading = false;
    }



    [Command]
    private void CmdShoot()
    {
        currentAmmo--;

        // Instantiate and launch the shell.
        Rigidbody shellInstance = Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;

        shellInstance.velocity = m_ShellVelocity * m_FireTransform.forward;

        // Server spawns the shell
        NetworkServer.Spawn(shellInstance.gameObject);

        m_ShootingAudio.clip = m_FireClip;
        m_ShootingAudio.Play();
    }
}

对于初学者来说,没有 UpdateReload 会是 "called once per frame" 这样的东西,因为这不是预先确定的 Unity 函数,它只是您创建的一个函数(您可以阅读这个here)。另一个问题是您甚至没有在脚本的其他任何地方调用该函数。即使你这样做了,Mathf.Clamp() 也需要放在 Update() 函数中,这样它才能在每一帧更新它的值。

我对您发布的脚本做了一些修改,但我还没有测试它们。试一试,让我知道进展如何:

ReloadTimer.cs

public class ReloadTimer : MonoBehaviour
{
    public static ReloadTimer Instance { set; get; }

    public Image filled;
    public Text text;
    public float coolDownTime = 3;

    public bool isCoolingDown = false;

    void Awake()
    {
        Instance = this;
    }

    void Update()
    {
        if (isCoolingDown == true)
        {
            filled.fillAmount += 1.0f / coolDownTime * Time.deltaTime;

            int percentageInt = Mathf.RoundToInt((filled.fillAmount / coolDownTime) * 10);
            text.text = percentageInt.ToString();
        }
    }
}

TankShootingT.cs

public int m_PlayerNumber = 1;
public Rigidbody m_Shell;
public Transform m_FireTransform;
public AudioSource m_ShootingAudio;
public AudioClip m_FireClip;
public float m_ShellVelocity = 100f;

private string m_FireButton;

public int maxAmmo = 5;
private int currentAmmo;
public float reloadTime = 2f;
private bool isReloading = false;

public ReloadTimer reloadTimer;

public class TankShootingT : NetworkBehaviour
{
    public ReloadTimer reloadTimer;

    private void Start()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        currentAmmo = maxAmmo;
        m_FireButton = "Fire" + m_PlayerNumber;
    }

    private void Update()
    {
        if (isReloading)
            return;

        if (currentAmmo <= 0)
        {
            StartCoroutine(Reload());


            return;
        }

        reloadTimer.UpdateReload();


        if (m_FireButton == "Fire1" && Input.GetButtonUp(m_FireButton))
        {
            // we released the button, have not fired yet
            CmdShoot();
        }

    }

    IEnumerator Reload()
    {
        isReloading = true;
        ReloadTimer.Instance.isCoolingDown = true;

        Debug.Log("Reloading...");

        yield return new WaitForSeconds(reloadTime);

        currentAmmo = maxAmmo;
        isReloading = false;

        ReloadTimer.Instance.isCoolingDown = false;
        ReloadTimer.Instance.filled.fillAmount = 0.0f;
    }



    [Command]
    private void CmdShoot()
    {
        currentAmmo--;

        // Instantiate and launch the shell.
        Rigidbody shellInstance = Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;

        shellInstance.velocity = m_ShellVelocity * m_FireTransform.forward;

        // Server spawns the shell
        NetworkServer.Spawn(shellInstance.gameObject);

        m_ShootingAudio.clip = m_FireClip;
        m_ShootingAudio.Play();
    }
}

希望对您有所帮助。