不知道是不是我在协程函数里用多了'yield return new WaitForSeconds'

I do not know if I used too much 'yield return new WaitForSeconds' in the coroutine function

** Unity5.6.5f1 / C#

我使用协程来 运行 动画。

与其在更新函数中创建多个 if 语句,不如

我认为协程会更好。

但是我觉得我用了'yield return new WaitForSeconds'太多了,

这样写协程很常见吗?

private IEnumerator AnimationControl()
{
    yield return new WaitForSeconds(41f);        
    objAni.gameObject.SetActive(true);
    obj2Ani.gameObject.SetActive(true);
    obj3Ani.gameObject.SetActive(true);
    objAni.Play("Stay");
    obj2Ani.Play("Stay");
    obj3Ani.Play("Stay");

    yield return new WaitForSeconds(5.667f);        
    objAni.Play("Run");
    obj2Ani.Play("Run");
    obj3Ani.Play("Action");

    yield return new WaitForSeconds(3.666f);
    objAni.Play("Fire01");

    yield return new WaitForSeconds(2.334f);
    obj3Ani.Play("Panic");
    obj2Ani.gameObject.SetActive(false);

    yield return new WaitForSeconds(8.333f);
    objAni.Play("Fire02");

    yield return new WaitForSeconds(6.333f);      
    objAni.Play("Fire03");

    yield return new WaitForSeconds(6.1337f);       
    obj3Ani.Play("Stay");
    objAni.Play("Stay");

    yield return new WaitForSeconds(3.2003f);        
    obj3Ani.Play("Surprise02");
    objAni.Play("Surprise");

    yield return new WaitForSeconds(3.333f);                
    obj3Ani.Play("Run");
    objAni.Play("Run");

    yield return new WaitForSeconds(6f);
    objAni.Play("Stay");

    yield return new WaitForSeconds(1.667f);      
    objAni.Play("Run");

    yield return new WaitForSeconds(2.333f);        
    obj3Ani.gameObject.SetActive(false);

    yield return new WaitForSeconds(0.667f);        
    objAni.gameObject.SetActive(false);

    yield return new WaitForSeconds(1.333f);
    textObj.SetActive(false);

    yield return new WaitForSeconds(2.667f);
    endingObj.SetActive(true);
    allObj.SetActive(false);
}

感谢阅读。

这就是coroutine的用途,就是顺序执行很多代码,甚至随时等待。这并不过分。我看到的唯一问题是每次都创建新的 WaitForSeconds。如果您知道要等待的时间或者您对时间进行了硬编码,请在函数外部声明 WaitForSeconds 然后让出它们。这实际上取决于您调用 AnimationControl 函数的频率。

例如,

private IEnumerator AnimationControl()
{
    yield return new WaitForSeconds(41f);
    objAni.gameObject.SetActive(true);
    obj2Ani.gameObject.SetActive(true);
    obj3Ani.gameObject.SetActive(true);
    objAni.Play("Stay");
    obj2Ani.Play("Stay");
    obj3Ani.Play("Stay");

    yield return new WaitForSeconds(5.667f);
    objAni.Play("Run");
    obj2Ani.Play("Run");
    obj3Ani.Play("Action");
}

变成

WaitForSeconds wTime1 = new WaitForSeconds(41f);
WaitForSeconds wTime2 = new WaitForSeconds(5.667f);

private IEnumerator AnimationControl()
{
    yield return wTime1;
    objAni.gameObject.SetActive(true);
    obj2Ani.gameObject.SetActive(true);
    obj3Ani.gameObject.SetActive(true);
    objAni.Play("Stay");
    obj2Ani.Play("Stay");
    obj3Ani.Play("Stay");

    yield return wTime2;
    objAni.Play("Run");
    obj2Ani.Play("Run");
    obj3Ani.Play("Action");
}


如果你真的想减少 WaitForSeconds 代码,你可以围绕它做一个包装器 class。这个 class 应该持有等待的时间甚至更好, WaitForSeconds 实例然后使用 Action 表示等待后要执行的代码。创建此 classList,对其进行循环,等待,然后执行 Action 变量中的代码。

包装器class:

public class AnimControlInfo
{
    public WaitForSeconds waitTime;
    public Action action;
}

创建它的列表:

List<AnimControlInfo> animInfo = new List<AnimControlInfo>();

初始化List使其可以在AnimationControl函数中使用:

void InitControlAnimInfo()
{
    AnimControlInfo aI1 = new AnimControlInfo();
    aI1.waitTime = new WaitForSeconds(41f);
    aI1.action = delegate
    {
        objAni.gameObject.SetActive(true);
        obj2Ani.gameObject.SetActive(true);
        obj3Ani.gameObject.SetActive(true);
        objAni.Play("Stay");
        obj2Ani.Play("Stay");
        obj3Ani.Play("Stay");
    };

    AnimControlInfo aI2 = new AnimControlInfo();
    aI2.waitTime = new WaitForSeconds(5.667f);
    aI2.action = delegate
    {
        objAni.Play("Run");
        obj2Ani.Play("Run");
        obj3Ani.Play("Action");
    };

    //Add to List
    animInfo.Add(aI1);
    animInfo.Add(aI2);
}

然后你的新 AnimationControl 函数等待并播放动画或 activate/de-activate GameObects:

private IEnumerator AnimationControl()
{
    //Loop over the List, wait then do action
    for (int i = 0; i < animInfo.Count; i++)
    {
        yield return animInfo[i].waitTime;
        if (animInfo[i].action != null)
            animInfo[i].action();
    }
}

AnimationControl 函数中的代码量已减少。它还减少了 WaitForSeconds class.

的过度使用