C# Timer unity3d col.gameObject.name

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

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 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;
    }