条件检查后 Unity 中的协程功能异常

The Coroutine in Unity functionality anamoly after condition checking

我是 Unity 的新手,我只是在创建一个简单的银河射击游戏,我希望只有当玩家出现时才会产生敌人。所以我创建了一个协程来检查 playerExists 条件,如果结果是 true,它应该进一步继续每 5 秒生成一次敌人。但出于某种原因,它只会产生一个敌人。我在这里遗漏了什么吗? 下面是我的 SpawnManager,控制生成行为。

public class SpawnManager : MonoBehaviour {

[SerializeField]
private GameObject _enemyShipPrefab;
[SerializeField]
private GameObject[] _powerUp;
UIManager _uimanager;


// Use this for initialization
void Start () {
    _uimanager = GameObject.Find("Canvas").GetComponent<UIManager>();
    StartCoroutine(SpawnPowerUps());
    StartCoroutine(SpawnEnemy());

}

IEnumerator SpawnEnemy(){
    while (_uimanager.playerExists == true)
    {
            Vector3 position = new Vector3(Random.Range(-8.23f, 8.23f), 5.7f, 0.0f);
            Instantiate(_enemyShipPrefab, position, Quaternion.identity);
            yield return new WaitForSeconds(5.0f);
    }

}

}

下面是我的 UIManager,我控制播放器的存在。

public class UIManager : MonoBehaviour {

// Use this for initialization
public bool playerExists = false; 
public int playerScores = 0; 
public Sprite[] lives;
public Image playerLivesImagesToBeShown;
public Text playerScoreToBeShown;
public Image titleImage;
public GameObject playerPrefab;
void Start()
{

}

void Update()
{

        if (Input.GetKeyDown(KeyCode.Space) && playerExists == false){
            titleImage.gameObject.SetActive(false);
            Instantiate(playerPrefab, new Vector3(0, 0, 0), Quaternion.identity);
            playerScores = 0;
            playerScoreToBeShown.text = "Score : 0";
            playerExists = true;
        }


}


public void updateLives(int livesToView ){
    playerLivesImagesToBeShown.sprite = lives[livesToView];
            if(livesToView == 0){
                playerExists = false;
                titleImage.gameObject.SetActive(true);
            }
}

乍一看你的代码(和描述的问题)我会说,你的 SpawnEnemy() 协程运行并随后退出。 您必须将其锁定在某个循环中,如下所示:

IEnumerator SpawnEnemy ()
{
    while (true) // Keep checking
    {
        if(_uimanager.playerExists == true)
        {
            Vector3 position = new Vector3(Random.Range(-8.23f, 8.23f), 5.7f, 0.0f);
            Instantiate(_enemyShipPrefab, position, Quaternion.identity);            
            yield return new WaitForSeconds (5.0f);  // After spawning waits 5secs
        }
        yield return null; // Starts loop with next frame.
    }
}