C# InvalidOperationException:集合已修改;列举

C# InvalidOperationException:集合已修改;列举,c#,unity3d,mono,C#,Unity3d,Mono,我有这个剧本: void Update() { //if Trigger is occur (like car collided with another car) and tram trigger is not in progress then resume the animation //it means that stopped car should be animate again if (isTriggerOccur &

我有这个剧本:

 void Update()
    {
        //if Trigger is occur (like car collided with another car) and tram trigger is not in progress then resume the animation
        //it means that stopped car should be animate again
        if (isTriggerOccur && !objTramTriggerDetector.isTramTriggerInProgress)//&& objTramTriggerDetector.oneTimeOnly
        {
                Debug.Log("1:- " + triggerObjects.Count);
                Debug.Log("2:- " + triggerObjects2.Count);
                StartCoroutine(PlayAnimationOneByOne());
                StartCoroutine(PlayAnimationOneByOne2());

        }
    }

    IEnumerator PlayAnimationOneByOne(){


        foreach (var g in triggerObjects)
        {
            Debug.Log("t1 :" + g.name, g.gameObject);
            //Debug.Log("count : " + triggerObjects.Count);
            if (triggerObjects.IndexOf(g) == 0)
            {
                yield return new WaitForSeconds(Random.Range(.2f, .8f));
            }
            g.Speed = 0.05f;
            yield return new WaitForSeconds(Random.Range(.2f, .8f));

        }
        //triggerObjects.Clear();
    }

    IEnumerator PlayAnimationOneByOne2()
    {
        foreach (var g in triggerObjects2)
        {
            //Debug.Log(g.name, g.gameObject);
            //Debug.Log("count : " + triggerObjects2.Count);
            if (triggerObjects.IndexOf(g) == 0)
            {
                yield return new WaitForSeconds(Random.Range(.2f, .8f));
            }

            g.Speed = 0.05f;
            //triggerObjects2.Remove(g);
            yield return new WaitForSeconds(Random.Range(.2f, .8f));

        }
        //triggerObjects2.Clear();
    }

    static List<AnimationControlSpeed> triggerObjects = new List<AnimationControlSpeed>();
    static List<AnimationControlSpeed> triggerObjects2 = new List<AnimationControlSpeed>();

    void OnTriggerEnter(Collider c)
    {
        if (c.tag == "Car")
        {
            if (c.gameObject.GetComponent<AnimationControlSpeed>().Speed == 0)
            {
                if (gameObject.name.Contains("VehicleControl001") || gameObject.name.Contains("VehicleControl002"))
                {
                    if (!triggerObjects.Contains(gameObject.GetComponent<AnimationControlSpeed>()))
                    {
                        Debug.Log(gameObject.name + " added", gameObject);
                        triggerObjects.Add(gameObject.GetComponent<AnimationControlSpeed>());
                        //Debug.Log("t1 count : " +  triggerObjects.Count);
                    }
                }
                else if (gameObject.name.Contains("VehicleControl"))
                {
                    if (!triggerObjects2.Contains(gameObject.GetComponent<AnimationControlSpeed>()))
                    {
                        //Debug.Log(gameObject.name + " added in t2");
                        triggerObjects2.Add(gameObject.GetComponent<AnimationControlSpeed>());
                        //Debug.Log("t2 count : " + triggerObjects2.Count);
                    }
                }
                //storing last animation speed
                lastSpeed = gameObject.GetComponent<AnimationControlSpeed>().Speed;
                gameObject.GetComponent<AnimationControlSpeed>().Speed = 0;
                isTriggerOccur = true;
            }
        }
    }

    void OnTriggerExit(Collider c)
    {
        if (c.tag == "Car")
        {
            if (c.gameObject.GetComponent<AnimationControlSpeed>().Speed == 0)
            {
                isTriggerOccur = false;
            }
        }
    }
这个最简单的代码工作正常,但显示错误

InvalidOperationException:集合已修改;列举 操作可能无法执行。 System.Collections.Generic.List1+枚举器[AnimationControlSpeed].VerifyState 在 /Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:778 System.Collections.Generic.List1+枚举器[AnimationControlSpeed].MoveNext 在 /Users/builduser/buildslave/mono运行时和classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:784 CarCollisionDetectionController+c__迭代器0.MoveNext 在 资产/电车碰撞控制器/车辆碰撞检测控制器。cs:70


如果在使用foreach迭代此集合时对集合进行更改,则会发生此错误

下面所示的事情是不允许的,因为您在循环时更改了循环信息

List<string> newList = new List<string>();
                newList.Add("1");
                newList.Add("2");

                foreach (string content in newList)
                {
                        newList.Add("3");
                }
您可以使用for-loop修复类似的内容,但在循环集合时请小心编辑集合。这实际上很有可能产生错误

问候。

收藏已修改;您正在更改foreach语句中的集合可能是的重复项