10

I was working on making a unit move through a grid in Unity2d. I got the movement to work without problems. I would want the function MovePlayer to wait until the coroutine is finished before moving on, so the program will wait until the player has finished the movement before issuing more orders.

Here is my code: public class Player : MonoBehaviour {

public Vector3 position;
private Vector3 targetPosition;

private float speed;

void Awake ()
{
    speed = 2.0f;
    position = gameObject.transform.position;
    targetPosition = position;
    GameManager.instance.AddPlayerToList(this);                     //Register this player with our instance of GameManager by adding it to a list of Player objects. 
}

//Function that moves the player, takes a list of nodes as path
public void MovePlayer(List<Node> path)
{
    StartCoroutine(SmoothMovement(path));
    //Next step should wait until SmoothMovement is finished
}

private IEnumerator SmoothMovement(List<Node> path)
{
    float step = speed * Time.deltaTime;

    for (int i = 0; i < path.Count; i++)
    {
        targetPosition = new Vector3(path[i].coordinatesX, path[i].coordinatesY, 0f);

        float sqrRemainingDistance = (transform.position - targetPosition).sqrMagnitude;

        while (sqrRemainingDistance > float.Epsilon)
        {
            transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
            sqrRemainingDistance = (transform.position - targetPosition).sqrMagnitude;
            yield return null;
        }

        position = transform.position;
    }

}
4

1 回答 1

9

您不能在主线程中的函数中等待协程,否则您的游戏将冻结,直到您的函数结束。

为什么不在协程结束时调用下一步?

private IEnumerator SmoothMovement(List<Node> path)
{
    float step = speed * Time.deltaTime;

    for (int i = 0; i < path.Count; i++)
    {
        targetPosition = new Vector3(path[i].coordinatesX, path[i].coordinatesY, 0f);

        float sqrRemainingDistance = (transform.position - targetPosition).sqrMagnitude;

        while (sqrRemainingDistance > float.Epsilon)
        {
            transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
            sqrRemainingDistance = (transform.position - targetPosition).sqrMagnitude;
            yield return null;
        }

        position = transform.position;
    }
    //Next Step
}
于 2017-06-04T23:20:27.163 回答