2

我想通过每 1 秒实例化 7 个立方体来在统一 2d 游戏中制作一个加载条。我 yield WaitForSeconds(1); 在每个实例化语句之后的函数更新中使用了:但它不起作用:((我收到一个错误:

脚本错误:Update() 不能是协程。

还有什么想法吗?

我制作了一个新场景并将其命名为“loose”,然后我编写了这个脚本并将其附加到主摄像机:

#pragma strict

//var loadingBar: Transform;
var loading_bar : GameObject;

function Update()
{
    Instantiate(loadingBar,Vector3(-1.849,-2.9371,2),Quaternion.identity);

    gameTimer();


    Instantiate(loadingBar,Vector3(-1.2909,-2.937,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(-0.5566,-2.93711,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(0.148236,-2.93711,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(0.823772,-2.93711,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(1.440567,-2.93711,2),Quaternion.identity);

    gameTimer();

    Instantiate(loadingBar,Vector3(2.057361,-2.93711,2),Quaternion.identity);

    loadingTimer();

    Application.LoadLevel(1);
}


function OnGUI()
{
    GUI.color = Color.green;
    GUI.Label(Rect(400,350,500,500),"<color=green><size=100>Lose</size></color>");
}

function loadingTimer()
{
    yield WaitForSeconds(1);
}

在此处输入图像描述

我希望这些立方体在 1 秒后出现,所以它看起来像一个加载栏......

我通过这种方式解决了这个问题::

#pragma strict

var loadingBar: Transform;
var finished : boolean = false;

function Update()
{
    loadingTimer();

    if (finished == true)
    {
        Application.LoadLevel(1);
        finished= false;
    }
}


function OnGUI()
{
    GUI.color = Color.green;
    GUI.Label(Rect(295,320,500,500),"<color=green><size=100>Lose</size></color>");

}


function loadingTimer()
{
    Instantiate(loadingBar,Vector3(-1.9,-2.9371,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(-1.3,-2.937,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(-1.3,-2.937,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(-0.7,-2.93711,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(-0.1,-2.93711,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(0.5,-2.93711,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(1.1,-2.93711,2),Quaternion.identity);
    yield WaitForSeconds(0.28);
    Instantiate(loadingBar,Vector3(1.7,-2.93711,2),Quaternion.identity);

    finished= true;
}
4

3 回答 3

12

首先,您不能在 Update 函数中使用 yield WaitForSeconds 。你需要引入 IEnumator。在您的情况下,我可以说以下代码可能会对您有所帮助。

public class Loader : MonoBehaviour 
{
    public GameObject cube;
    private bool finished = false;
    private Vector3[] positions = new Vector3[7] {new Vector3(-1.849,-2.9371,2), new Vector3(-1.2909,-2.937,2), new Vector3(-0.5566,-2.93711,2),new Vector3(0.148236,-2.93711,2),new Vector3(0.823772,-2.93711,2),new Vector3(1.440567,-2.93711,2),new Vector3(2.057361,-2.93711,2)};
    private int loaderCounter=0;

    void Start () 
    {
        StartCoroutine(StartLoader());
    }

    IEnumerator StartLoader () 
    {
        Instantiate(cube,positions[loaderCounter],Quaternion.identity);
        yield return new WaitForSeconds(1);
        loaderCounter++;
        if(loaderCounter==7)
        {
            finished=true;
        }
        if(!finished)
        {
            StartCoroutine(StartLoader());
        }
        else
        {
            Application.LoadLevel(1);
        }
    }
}

让我知道这之后是否有任何问题。只需使用变量声明的 javascript 语法。

于 2013-10-03T10:54:00.363 回答
2

好吧,如果您坚持要使用更新功能,则可以。这是一个如何做到这一点的例子:

private float _elapsedTime = 0;
private int counter = 0;
void Update(){
    if(counter < 7){
        if(_elapsedTime >= 1){
            _elapsedTime = 0; //reset it zero again
            _counter++;
            //instantiate the cube, and update the loading bar here
        }else{
            _elapsedTime += Time.deltaTime;
        }
    }
}
于 2013-10-04T03:43:21.150 回答
1

您不能更改现有方法的返回类型。相反,您需要在 Start 或 Awake 方法中触发 StartCoroutine,并将 IEnumerator 定义为 MonoBehaviour 的单独私有函数。

于 2013-10-03T15:54:16.057 回答