C# Timer unity3d col.gameObject.name
我试着创建一个计时器,当玩家破坏这个物体时,它可以启动。 我需要,当玩家摧毁这个物体时,调用“test”,启动一个计时器,10秒钟内,玩家的速度从5f变为10f。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:C# Timer unity3d col.gameObject.name,c#,timer,unity3d,C#,Timer,Unity3d,我试着创建一个计时器,当玩家破坏这个物体时,它可以启动。 我需要,当玩家摧毁这个物体时,调用“test”,启动一个计时器,10秒钟内,玩家的速度从5f变为10f。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 Player
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);
}
}
}
我试过使用timer-=time.deltatime,但time.deltatime不是计时器。计时器的值是对象的值。
大家能帮我做这个计时器吗
例如:
if(timer<=10){
speed=10f;
}
else
{
speed=5f;
}
if(计时器使用
启动协同程序
改变玩家的速度
慢慢来
重置速度
是的,但当我写:Private IEnumerator等时,我给出了一个错误:“IEnumerator的名字在当前的比赛中不存在”@Andreapp按照上面的方式编写,它会起作用。你也应该尝试阅读协同程序上的链接,以便更好地理解。太棒了,它起作用了!非常感谢你,伙计!有一个小问题。我需要在玩家销毁对象时运行slowspeed()(在if“if(col.gameObject.name=”测试中).我该怎么做呢?现在当我开始游戏时,玩家10秒的速度是10华氏度,然后回到5华氏度。当玩家摧毁物品时,我需要玩家的速度达到10华氏度。再次感谢你,伙计!@FunctionRI编辑了我上面的帖子,让你知道这是怎么回事。祝你好运!我做到了:D。如果你想解决这个问题,请帮助我:谢谢再一次
if(timer<=10){
speed=10f;
}
else
{
speed=5f;
}
if(col.gameObject.name == "test")
{
StartCoroutine("SlowSpeed");
}
private IEnumerator SlowSpeed()
{
player_speed = 10;
yield return new WaitForSeconds(10f);
player_speed = 5;
}