我正在开发 unity3d
并遇到问题。场景中有一个Main Camera
,它有一个子对象作为worldspace canvas
,并且该 Canvas 还有一个子对象,它是图像。 我附加了用于旋转相机的脚本MouseLook
,相机通过按A
键转换光线。场景中还有一个 WorldSpace canvas
,它具有一个 box collider
组件和一个子对象 Slider
,以及附加了脚本 的 Canvas > slider 选择
。
该脚本引用 slider gameobject
并具有一个 Coroutine
,当我们按 A 将光线穿过相机转换到 Canvas 时,该协程会填充 slider
键。我的代码工作正常,但它没有正确填充 slider 。当光线转换时,场景立即改变。我想要的是第一个 slider 填充并且播放音频, slider 值等于 0。比场景更改。我认为我在 Coroutine
中做错了什么。
代码:
RayCast 脚本:
public class RayCast : MonoBehaviour
{
private RaycastHit hit;
[SerializeField]
private AudioSource source;
[SerializeField]
private AudioClip clip;
//Refrence of Slider Canvas Script
[SerializeField]
private SliderSelect sliderCanvasScript;
private void Update()
{
Debug.DrawRay(transform.position, transform.forward, Color.cyan);
if (Input.GetKeyDown(KeyCode.A) && SliderSelect.check)
{
if (Physics.Raycast(transform.position, transform.forward, out hit, 9f))
{
if (hit.collider.gameObject.name == "SliderCanvas")
{
Debug.Log("Ray cast to the slider");
StartCoroutine(sliderCanvasScript.FillUp());
source.PlayOneShot(clip);
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
}
}
}
}
}
slider 选择脚本:
public class SliderSelect : MonoBehaviour
{
[SerializeField]
private Slider mSlider;
public static bool check;
private void Start()
{
mSlider.minValue = 0;
mSlider.maxValue = 100;
mSlider.wholeNumbers = true;
mSlider.value = 0;
check = true;
}
public IEnumerator FillUp()
{
int i = 0;
while (i <= 100)
{
mSlider.value += 2;
i += 2;
yield return null;
}
mSlider.value = 0 ;
}
}
最佳答案
My code is working fine but it doesn't fill the slider correctly. It's change the scene immediately when ray is cast. What i want is first slider is fill and audio is play than slider value equal to 0.Than scene change. I think i'm doing something wrong in Coroutine
那是因为你正在打电话
StartCoroutine(sliderCanvasScript.FillUp());
source.PlayOneShot(clip);
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
来自 Update
函数,它实际上并不等待 FillUp()
协程函数完成。
从 Update 函数启动一个新的协程函数,然后在该协程函数中执行这三行代码。然后,您可以将 StartCoroutine(sliderCanvasScript.FillUp());
替换为 yield return StartCoroutine(sliderCanvasScript.FillUp());
,它将在调用 之前等待它完成>source.PlayOneShot(clip);
后跟 SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
。
此外,要等待音频完成播放,请勿使用静态 PlayOneShot
函数。
首先,使用 source.clip = Clip;
将剪辑分配给 AudioSource。现在使用source.Play();
。接下来,使用 while (source.isPlaying){ yield return null;}
等待音频完成播放。就是这样。
该函数应如下所示:
IEnumerator doInOrder()
{
//Wait for Fill to finish
yield return StartCoroutine(sliderCanvasScript.FillUp());
//Assign Audio Clip
source.clip = clip;
//Then Play Sound
source.Play();
//Wait for Audio to finish Playing
while (source.isPlaying)
{
yield return null;
}
//Load new Scene
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
}
整个代码应该是这样的:
public class RayCast : MonoBehaviour
{
private RaycastHit hit;
[SerializeField]
private AudioSource source;
[SerializeField]
private AudioClip clip;
//Refrence of Slider Canvas Script
[SerializeField]
private SliderSelect sliderCanvasScript;
private void Update()
{
Debug.DrawRay(transform.position, transform.forward, Color.cyan);
if (Input.GetKeyDown(KeyCode.A) && SliderSelect.check)
{
if (Physics.Raycast(transform.position, transform.forward, out hit, 9f))
{
if (hit.collider.gameObject.name == "SliderCanvas")
{
Debug.Log("Ray cast to the slider");
StartCoroutine(doInOrder());
}
}
}
}
IEnumerator doInOrder()
{
//Wait for Fill to finish
yield return StartCoroutine(sliderCanvasScript.FillUp());
//Then Play Sound
source.clip = clip;
//Then Play Sound
source.Play();
//Wait for Audio to finish Playing
while (source.isPlaying)
{
yield return null;
}
//Load new Scene
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);
}
}
不要将 Collider 放置在 Canvas UI 组件上
Colliders
只能在 Sprites/SpriteRenderer(2D 对象)和 MeshRenderer(2D 对象)上使用。它永远不应该放在 Canvas UI 组件上。
即使这对您有用,您也应该使用 OnPointerClick
检测 slider 的点击,然后使用 onValueChanged
事件检测 slider 值的更改。检测这两件事的脚本必须附加到 Slider
GameObject。然后,您可以实现 2 个事件,您可以注册这些事件并在 Slider
上发生点击或 Slider
值更改时接收回调。
将下面的脚本附加到您的 slider :
public class SliderDetector : MonoBehaviour, IPointerClickHandler
{
public Slider slider;
public delegate void sliderClicked();
public static event sliderClicked OnClicked;
public delegate void valueChanged(float value);
public static event valueChanged onValueChanged;
// Use this for initialization
void Awake()
{
slider = GetComponent<Slider>();
//Subscribe To Slider Event
slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); });
}
public void OnPointerClick(PointerEventData eventData)
{
if (OnClicked != null)
{
//Notify All Subscribed function
OnClicked();
}
}
void sliderCallBack(float value)
{
if (onValueChanged != null)
{
//Notify All Subscribed function
onValueChanged(value);
}
}
void OnDisable()
{
//Un-Subscribe To Slider Event
slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); });
}
}
然后要从 Raycast
脚本中使用它,请添加以下内容:
void OnEnable()
{
//Subscribe to the Slider Click event
SliderDetector.OnClicked += OnSliderClicked;
//Subscribe to the Slider Value Changed event
SliderDetector.onValueChanged += OnSliderValueChanged;
}
//Will be called when there is a click on that slider
private void OnSliderClicked()
{
//Slider Clicked Start your coroutine function
StartCoroutine(doInOrder());
}
//Will be called when the slider value changes
private void OnSliderValueChanged(float value)
{
//Slider Value Changed, Do Something
}
void OnDisable()
{
//Un-Subscribe to the Slider Click event
SliderDetector.OnClicked -= OnSliderClicked;
//Un-Subscribe to the Slider Value Changed event
SliderDetector.onValueChanged -= OnSliderValueChanged;
}
关于c# - 转换光线时 slider 未填充,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40874112/