Unity3d 时间分数乘数
这是我制作的分数管理器脚本:Unity3d 时间分数乘数,unity3d,time,multiplication,unity5,seconds,Unity3d,Time,Multiplication,Unity5,Seconds,这是我制作的分数管理器脚本: using UnityEngine; using System.Collections; using UnityEngine.UI; public class ScoreManager : MonoBehaviour { public Text scoreText; public float scoreCount; // What the score is when the scene first loads. I set this
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ScoreManager : MonoBehaviour {
public Text scoreText;
public float scoreCount; // What the score is when the scene first loads. I set this as zero.
public float pointsPerSecond; // Every second, the points increase by THIS amount. Right now it is 100.
// Update is called once per frame
void Update () {
scoreCount += pointsPerSecond * Time.deltaTime;
scoreText.text = "" + Mathf.Round (scoreCount); // It comes out as a float with like 6 decimals; I round to an nice, clean Integer
}
}
我无法解决的问题是:如何制作一个乘数,在30秒后将分数乘以2,然后在1分钟后将分数乘以3,然后在1分30秒后乘以4,最后在2分钟后乘以5?谢谢:)这是使用
IEnmurator
功能的绝佳机会。这些是您可以调用的方法,您可以告诉它们在恢复之前等待一段时间。所以在你的例子中,你可以有一个IEnumerator
函数,每30秒乘以你的分数。例如:
public Text scoreText;
public float scoreCount; // What the score is when the scene first loads. I set this as zero.
public float pointsPerSecond; // Every second, the points increase by THIS amount. Right now it is 100.
private int scoreMultiplier = 1;
void Start()
{
StartCoroutine(MultiplyScore());
}
// Update is called once per frame
void Update ()
{
scoreCount += pointsPerSecond * Time.deltaTime;
scoreText.text = "" + Mathf.Round (scoreCount); // It comes out as a float with like 6 decimals; I round to an nice, clean Integer
}
IEnumerator MultiplyScore()
{
while(true)
{
yield return new WaitForSeconds(30);
scoreMultiplier++;
scoreCount *= scoreMultiplier;
}
}
注意,如果您只想将乘法增加到5倍,则可以使用score乘数变量作为IEnumerator
中的条件,同时循环如下:
IEnumerator MultiplyScore()
{
while(scoreMultiplier < 5)
{
yield return new WaitForSeconds(30);
scoreMultiplier++;
scoreCount *= scoreMultiplier;
}
}
IEnumerator multilyscore()
{
而(分数乘数<5)
{
返回新的等待秒(30);
分数乘法器++;
scoreCount*=分数乘数;
}
}
这是使用IEnmurator
功能的绝佳机会。这些是您可以调用的方法,您可以告诉它们在恢复之前等待一段时间。所以在你的例子中,你可以有一个IEnumerator
函数,每30秒乘以你的分数。例如:
public Text scoreText;
public float scoreCount; // What the score is when the scene first loads. I set this as zero.
public float pointsPerSecond; // Every second, the points increase by THIS amount. Right now it is 100.
private int scoreMultiplier = 1;
void Start()
{
StartCoroutine(MultiplyScore());
}
// Update is called once per frame
void Update ()
{
scoreCount += pointsPerSecond * Time.deltaTime;
scoreText.text = "" + Mathf.Round (scoreCount); // It comes out as a float with like 6 decimals; I round to an nice, clean Integer
}
IEnumerator MultiplyScore()
{
while(true)
{
yield return new WaitForSeconds(30);
scoreMultiplier++;
scoreCount *= scoreMultiplier;
}
}
注意,如果您只想将乘法增加到5倍,则可以使用score乘数变量作为IEnumerator
中的条件,同时循环如下:
IEnumerator MultiplyScore()
{
while(scoreMultiplier < 5)
{
yield return new WaitForSeconds(30);
scoreMultiplier++;
scoreCount *= scoreMultiplier;
}
}
IEnumerator multilyscore()
{
而(分数乘数<5)
{
返回新的等待秒(30);
分数乘法器++;
scoreCount*=分数乘数;
}
}
InvokeRepeating设置第一个调用(第二个参数)和频率(第三个参数),在您的情况下是30秒,也是30秒。然后,一旦乘数太大(大于5),就取消调用
如果乘数是整数,则可以删除边距并使用整数
InvokeRepeating设置第一个调用(第二个参数)和频率(第三个参数),在您的情况下是30秒,也是30秒。然后,一旦乘数太大(大于5),就取消调用
如果乘数是整数,则可以删除边距并使用整数