- android - 多次调用 OnPrimaryClipChangedListener
- android - 无法更新 RecyclerView 中的 TextView 字段
- android.database.CursorIndexOutOfBoundsException : Index 0 requested, 光标大小为 0
- android - 使用 AppCompat 时,我们是否需要明确指定其 UI 组件(Spinner、EditText)颜色
我使用 CocosSharp 创建了一个本质上是 candy crush 的 rippof,这实际上是我第一次使用,C# 和 Xamarin 也是如此。为了制作动画,我使用提供的 MoveTo 方法,但我不确定在继续我的代码之前我应该如何等待动画完成。目前我正在使用 await Task.Delay() 结合 while 循环来完成这个,但是这个“感觉”并且看起来“脏”。我想知道等待动画完成的正确方法是什么?
这是我写的一些代码:
// Checks to see if a swap is possible, if it is then it will do so
// otherwise it will call for a failed swap animation
public async void trySwap(int horzDelta, int vertDelta, int fromRow, int fromCol)
{
//debugLabel.Text = "checking to see if a swap is possible.";
int toRow = fromRow + vertDelta;
int toCol = fromCol + horzDelta;
// Make sure that the user didn't swipe out of the grid as there isn't any candies to swap with out there
if (toRow < 0 || toRow >= gridRows)
{
return;
}
if (toCol < 0 || toCol >= gridColumns)
{
return;
}
candy toCandy = candyAt(toRow, toCol);
candy fromCandy = candyAt(fromRow, fromCol);
//debugLabel.Text = "Switching candy at [" + fromRow + ", " + fromCol + "] with candy at [" + toRow + ", " + toCol + "].";
Swap swap = new Swap();
swap.candyA = fromCandy;
swap.candyB = toCandy;
if (isSwapPossible(swap))
{
// Swap them
animateSwap(swap);
await Task.Delay(300); // Wait for the swap animation to finish before continuing
dropped = false; // Sets dropped to false, it will be used to check if the game finished dropping all of the candies
filledAgain = false;
finishedRemoving = false;
do
{
// My reason to add the while loops with the awaits is that the App seems to come back to this do while even before the
// the method completely finish running. I'm guessing that awaits in the methods is forcing the App to continue running while it's awaiting
// to continue within the method. It's possible that the called methods are running on a separate threads from the thread that is running this
// method, so while those threads are put on hold, the App jumps back to this thread. After putting in while loops the app does seems to work like
// I want it to so I'm probably on the right track, thought there must be a better way to accomplish as the current way looks ugly.
removeMatches(); // Remove the matches
while (!finishedRemoving)
{
await Task.Delay(50);
}
dropCandies(); // Move the candies down
while (!dropped) // As long as the dropCandies method isn't finished it will keep adding an await
{
await Task.Delay(50);
}
fillUpColumns(); // Fill the grid back up
while (!filledAgain)
{
await Task.Delay(50);
}
detectPossibleSwap(); // Need to update the list of possible swaps
await Task.Delay(300);
}
while (deleteChains.Count != 0);
decrementMoves();
// In the case that grid ends up with no possible swaps, we need to refill the grid new candies
if (possibleSwaps.Count == 0 && movesLeft != 0)
{
reshuffle();
while (!doneShuffling)
{
await Task.Delay(50);
}
}
}
else
{
// failedSwapAnimation only needs to run if there's valid candies
if (swap.candyA != null && swap.candyB != null)
{
// Swap is not possible so run the failed swap animation
failedSwapAnimation(swap);
// Waiting to make sure the animation has been completed
await Task.Delay(300);
}
else
{
// The method enables the user interaction again and returns the call point without any type of animation
// as the user tried to do a swap with an empty location
enableListeners();
return;
}
}
// Turn user interaction back on as all of the matches were removed and the grid filled back up
if (movesLeft != 0)
{
enableListeners();
}
}
下面是实际调用 MoveTo 方法的方法:
// Visually animates the swap using the CCMoveTo function provided by CocosSharp,
// also updates the grid location of the candies
private void animateSwap(Swap swap)
{
const float timeToTake = 0.3f; // in seconds
CCFiniteTimeAction coreAction = null;
// Store the positions of the candies to be used to swap them
CCPoint positionA = new CCPoint(swap.candyA.Position);
CCPoint positionB = new CCPoint(swap.candyB.Position);
// Animate the swapping of the candies
coreAction = new CCMoveTo(timeToTake, positionB);
swap.candyA.AddAction(coreAction);
coreAction = new CCMoveTo(timeToTake, positionA);
swap.candyB.AddAction(coreAction);
// Update the row and column positions for each candy
swap.candyA.setPosition(convertYToRow(positionB.Y), convertXToColumn(positionB.X));
swap.candyB.setPosition(convertYToRow(positionA.Y), convertXToColumn(positionA.X));
// Update the position of the candies within the grid
grid[swap.candyA.getRow(), swap.candyA.getColumn()] = swap.candyA;
grid[swap.candyB.getRow(), swap.candyB.getColumn()] = swap.candyB;
}
// Animation for a failed swap
private async void failedSwapAnimation(Swap swap)
{
const float timeToTake = 0.1f; // in seconds
CCFiniteTimeAction coreAction = null;
CCFiniteTimeAction secondAction = null;
// Store the positions of the candies to be used to swap them
CCPoint positionA = new CCPoint(swap.candyA.Position);
CCPoint positionB = new CCPoint(swap.candyB.Position);
// Animate moving the candies back and forth
coreAction = new CCMoveTo(timeToTake, positionB);
secondAction = new CCMoveTo(timeToTake, positionA);
swap.candyA.RunActions(coreAction, secondAction);
coreAction = new CCMoveTo(timeToTake, positionA);
secondAction = new CCMoveTo(timeToTake, positionB);
swap.candyB.RunActions(coreAction, secondAction);
// Wait for the animation to complete before moving on
await Task.Delay(300);
}
// Method to find all chains in the grid
private void removeMatches()
{
List<Chain> horizontalChains = detectHorizontalMatches();
List<Chain> verticalChains = detectVerticalMatches();
// Logic to remove the candies from the grid goes here, possibly call a method that takes the list of chains to work with
// Don't forget that candies have to be removed from the grid and then afterwards the sprites need to be removed from the screen separately
// which can be handle by another method
foreach (Chain item in verticalChains)
{
horizontalChains.Add(item);
}
deleteChains = horizontalChains;
removeCandies(horizontalChains);
}
// Remove the candy objects from the screen and the grid
private async void removeCandies(List<Chain> chains)
{
if (finishedRemoving != false)
{
finishedRemoving = false;
}
foreach (Chain chain in chains)
{
foreach (candy candy in chain.candies)
{
// Remove the candy from the grid
grid[candy.getRow(), candy.getColumn()] = null;
CCSprite removeCandy = candy.getSprite();
if (removeCandy != null)
{
const float timeToTake = 0.3f; // in seconds
CCFiniteTimeAction coreAction = null;
CCAction easing = null;
coreAction = new CCScaleTo(timeToTake, 0.3f);
easing = new CCEaseOut(coreAction, 0.1f);
removeCandy.RunAction(coreAction);
await Task.Delay(50); // Wait for the scaling animation to show a bit before continuing on to remove the candy
//pointGone = false;
//pointLabel(candy.getRow(), candy.getColumn());
//while (!pointGone)
//{
// await Task.Delay(1);
//}
removeCandy.RemoveFromParent(); // This should remove the candy from the screen
handlePoints();
}
}
// Wait for all of the candies to be removed before moving on to the next chain in the list of chains
await Task.Delay(300);
}
// Since the method is finished removing all of chains, needed to set the finishedRemoving bool variable to true
// so the calling method can get out of it's await loop
finishedRemoving = true;
}
// Drops the candies down
private async void dropCandies()
{
// Makes sure that dropped bool variable is set false before continuing
if (dropped != false)
{
dropped = false;
}
for (int col = 0; col < gridColumns; col++)
{
for (int row = 8; row > 0; row--)
{
if (level.tiles[row, col] == 1)
{
candy Candy = candyAt(row, col);
if (Candy == null)
{
// Find which row number to drop the candy from
int tempRow = row - 1;
while (tempRow >= 0 && grid[tempRow, col] == null)
{
tempRow--;
}
// Only runs if there's a row that has a candy in it
if (tempRow >= 0)
{
CCPoint position = new CCPoint(70 + (62 * col), 810 - (70 * row));
Candy = candyAt(tempRow, col);
Candy.AddAction(new CCEaseOut(new CCMoveTo(0.3f, position), 0.3f));
Candy.setPosition(row, col); // Update the row and column of the candy
grid[row, col] = Candy; // Update the position of the candy within the grid
grid[tempRow, col] = null;
// Wait for the candy to drop before moving to on the next candy
await Task.Delay(50);
}
}
}
}
}
// Since the method should have gone through the entire grid and finished dropping the candies
// need to set dropped to true so the calling method can get out of the await loop
dropped = true;
}
// Fill the holes at the top of the of each column
private void fillUpColumns()
{
int candyType = 0;
if (filledAgain != false)
{
filledAgain = false;
}
for (int col = 0; col < gridColumns; col++)
{
// Starting at the top and working downwards, add a new candy where it's needed
for (int row = 0; row < gridRows && grid[row, col] == null; row++)
{
if (level.tiles[row, col] == 1)
{
int newCandyType = 0;
// Have to first create a new candy outside of the while loop or otherwise the IDE won't let me use the variable newCandy
// as it will be seen as using an unassigned variable, even though it will be assigned a new candy in the while loop
candy newCandy = new candy(rand, row, col);
newCandyType = newCandy.getType();
// Make sure that each candy that is being added isn't the same as the one that was added previously
while (newCandyType == candyType)
{
newCandy = new candy(rand, row, col);
newCandyType = newCandy.getType();
}
candyType = newCandyType;
grid[row, col] = newCandy;
// Once all of the candy is created to fill the grid back up
// Use an animation to add it to the screen
animateAddingNewCandies(row, col);
}
}
}
// Since the entire grid was filled back up with candies, need to set the filledAgain bool variable to true
// so the calling method can get out the await loop
filledAgain = true;
}
对于那些想要查看完整代码以更好地理解问题的人,我可以在此处发布 github 链接。我现在不会包括它,因为我不确定这是否真的被允许。对一些评论感到抱歉,因为其中一些只是我写下我当时的想法。
最佳答案
我会使用带有 CCMoveTo 和 CCCallFunc 的序列
var moveAction = new CCMoveTo(1.0f, someplace);
var moveCompletedAction = new CCCallFunc(this.FunctionToCallWhenMoveIsComplete);
CCSequence mySequence = new CCSequence(moveAction, moveCompletedAction);
mysprite.RunAction(mySequence);
....
void FunctionToCallWhenMoveIsComplete ()
{
// run your post move code here
}
关于c# - 等待 MoveTo 操作完成的正确方法是什么?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38406000/
我想了解 Ruby 方法 methods() 是如何工作的。 我尝试使用“ruby 方法”在 Google 上搜索,但这不是我需要的。 我也看过 ruby-doc.org,但我没有找到这种方法。
Test 方法 对指定的字符串执行一个正则表达式搜索,并返回一个 Boolean 值指示是否找到匹配的模式。 object.Test(string) 参数 object 必选项。总是一个
Replace 方法 替换在正则表达式查找中找到的文本。 object.Replace(string1, string2) 参数 object 必选项。总是一个 RegExp 对象的名称。
Raise 方法 生成运行时错误 object.Raise(number, source, description, helpfile, helpcontext) 参数 object 应为
Execute 方法 对指定的字符串执行正则表达式搜索。 object.Execute(string) 参数 object 必选项。总是一个 RegExp 对象的名称。 string
Clear 方法 清除 Err 对象的所有属性设置。 object.Clear object 应为 Err 对象的名称。 说明 在错误处理后,使用 Clear 显式地清除 Err 对象。此
CopyFile 方法 将一个或多个文件从某位置复制到另一位置。 object.CopyFile source, destination[, overwrite] 参数 object 必选
Copy 方法 将指定的文件或文件夹从某位置复制到另一位置。 object.Copy destination[, overwrite] 参数 object 必选项。应为 File 或 F
Close 方法 关闭打开的 TextStream 文件。 object.Close object 应为 TextStream 对象的名称。 说明 下面例子举例说明如何使用 Close 方
BuildPath 方法 向现有路径后添加名称。 object.BuildPath(path, name) 参数 object 必选项。应为 FileSystemObject 对象的名称
GetFolder 方法 返回与指定的路径中某文件夹相应的 Folder 对象。 object.GetFolder(folderspec) 参数 object 必选项。应为 FileSy
GetFileName 方法 返回指定路径(不是指定驱动器路径部分)的最后一个文件或文件夹。 object.GetFileName(pathspec) 参数 object 必选项。应为
GetFile 方法 返回与指定路径中某文件相应的 File 对象。 object.GetFile(filespec) 参数 object 必选项。应为 FileSystemObject
GetExtensionName 方法 返回字符串,该字符串包含路径最后一个组成部分的扩展名。 object.GetExtensionName(path) 参数 object 必选项。应
GetDriveName 方法 返回包含指定路径中驱动器名的字符串。 object.GetDriveName(path) 参数 object 必选项。应为 FileSystemObjec
GetDrive 方法 返回与指定的路径中驱动器相对应的 Drive 对象。 object.GetDrive drivespec 参数 object 必选项。应为 FileSystemO
GetBaseName 方法 返回字符串,其中包含文件的基本名 (不带扩展名), 或者提供的路径说明中的文件夹。 object.GetBaseName(path) 参数 object 必
GetAbsolutePathName 方法 从提供的指定路径中返回完整且含义明确的路径。 object.GetAbsolutePathName(pathspec) 参数 object
FolderExists 方法 如果指定的文件夹存在,则返回 True;否则返回 False。 object.FolderExists(folderspec) 参数 object 必选项
FileExists 方法 如果指定的文件存在返回 True;否则返回 False。 object.FileExists(filespec) 参数 object 必选项。应为 FileS
我是一名优秀的程序员,十分优秀!