在我的 Unity C#
Android 游戏中,我想检测距离角色最近的游戏对象何时是我正在寻找的对象(左),并且如果游戏玩家没有滑动留在屏幕上 (swipeLeft),我想在我的代码中更改一个名为 strike
的值。但它不能正常工作。
当我在游戏 View 中时,leftSwipe
值并非每次都起作用(当 if 函数被移除时它起作用)并且 strike 根本没有改变。我想知道如何解决这个问题,或者是否有解决此问题的方法。
这是 if
语句:
if ((closestPlatform = left) && (leftSwipe = false)) { strike = 1; }
这是整个C#
脚本:
using UnityEngine;
using System.Collections;
public class SwipeChecker : MonoBehaviour
{
public float maxTime;
public float minSwipeDistance;
float startTime;
float endTime;
Vector3 startPos;
Vector3 endPos;
float swipeDistance;
float swipeTime;
public float swipeScore;
public GameObject left;
public GameObject right;
public GameObject up;
public GameObject down;
public GameObject swipeChecker;
public GameObject[] platforms = new GameObject[5];
public bool leftSwipe;
public bool didntSwipe;
public float strike;
public GameObject closestPlatform;
// Use this for initialization
public GameObject FindClosestPlatform()
{
GameObject[] gos;
GameObject[] gos2;
GameObject[] gos3;
GameObject[] gos4;
gos = GameObject.FindGameObjectsWithTag("platform");
GameObject closest = null;
float distance = Mathf.Infinity;
Vector3 position = transform.position;
foreach (GameObject go in gos)
{
Vector3 diff = go.transform.position - position;
float curDistance = diff.sqrMagnitude;
if (curDistance < distance)
{
closest = go;
distance = curDistance;
}
}
return closest;
}
public IEnumerator wait()
{
leftSwipe = true;
yield return new WaitForSeconds(0.5f);
leftSwipe = false;
}
void Start()
{
}
// Update is called once per frame
void Update()
{
closestPlatform = FindClosestPlatform();
if ((closestPlatform = left) && (leftSwipe = false))
{
strike = 1;
}
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
startTime = Time.time;
startPos = touch.position;
}
else if (touch.phase == TouchPhase.Ended)
{
endTime = Time.time;
endPos = touch.position;
swipeDistance = (endPos - startPos).magnitude;
swipeTime = endTime - startTime;
if (swipeTime < maxTime && swipeDistance > minSwipeDistance)
{
swipe();
}
}
}
}
void swipe()
{
Vector2 distance = endPos - startPos;
if (Mathf.Abs(distance.x) > Mathf.Abs(distance.y))
{
Debug.Log("Horizontal Swipe");
if (distance.x > 0)
{
Debug.Log("Right Swipe");
}
if (distance.x < 0)
{
Debug.Log("Left Swipe");
StartCoroutine(wait());
}
}
else if (Mathf.Abs(distance.x) < Mathf.Abs(distance.y))
{
Debug.Log("Vertical Swipe");
if (distance.y > 0)
{
Debug.Log("Up Swipe");
}
if (distance.y < 0)
{
Debug.Log("Down Swipe");
}
}
}
}
最佳答案
if ((closestPlatform = left) && (leftSwipe = false)) { strike = 1; }
=
是赋值。 ==
是比较。
这将始终为 false,因为它将 false
分配给 leftSwipe
,然后将其用作 &&
的操作数。
你本来想写的
if ((closestPlatform == left) && !leftSwipe) { strike = 1; }
请注意,将 bool 值与 true
和 false
进行比较是糟糕的风格。而不是 if(x == true)
只是说 if (x)
。你不会说“如果说正在下雨的说法是真的,那就关上 window ”。你只会说“如果下雨就关上 window ”。而不是 if (x == false)
只是说 if (!x)
。你不会说“如果说正在下雨的说法是错误的,那就打开 window ”。你会说“如果没有下雨,那就打开 window ”。保持简单,您会犯更少的错误。
关于c# - 我的 "if"语句没有按预期工作,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/41991795/