gpt4 book ai didi

c# - 转换光线时 slider 不填充

转载 作者:行者123 更新时间:2023-11-30 23:18:29 29 4
gpt4 key购买 nike

我正在处理 unity3d 并遇到问题。在场景中有一个 Main Camera,它有一个子对象作为 worldspace canvas,并且那个 Canvas 还有一个子对象,它是一个图像。 Main Camera我附加了脚本 MouseLook 用于旋转相机,相机通过按 A 键转换光线。场景中还有一个 WorldSpace canvas,它有一个 box collider 组件和一个子对象 Slider,以及附有脚本的 canvas slider 选择Slider

该脚本引用了 slider gameobject 并有一个 Coroutine 当我们按下 A 将光线通过相机转换到 Canvas 时,它会填充 slider 键。我的代码工作正常,但没有正确填充 slider 。它在转换光线时立即改变场景。我想要的是第一个 slider 是填充并且播放音频比 slider 值等于 0.Than 场景变化。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

那是因为你在打电话

StartCoroutine(sliderCanvasScript.FillUp());
source.PlayOneShot(clip);
SceneManager.LoadScene("Scene0", LoadSceneMode.Single);

来自 Update 函数,它实际上不等待 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()); ,这将在调用 之前等待它完成>source.PlayOneShot(clip); 后跟 SceneManager.LoadScene("Scene0", LoadSceneMode.Single);

此外,要等待音频播放完毕,请不要使用静态 PlayOneShot 函数。

首先,使用 source.clip = clip; 将剪辑分配给 AudioSource。现在玩 source.Play();。接下来,等待音频完成播放 while (source.isPlaying){ yield return null;}。就是这样。

这个函数应该是这样的:

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);
}
}

不要在 Canvas UI 组件上放置 Collider

Colliders 只能用于 Sprites/SpriteRenderer(2D Objects) 和 MeshRenderer(2D Objects)。它永远不应放在 Canvas UI 组件上。

即使这对您有用,您也应该使用 OnPointerClick 检测 slider 上的点击,然后使用 onValueChanged 事件检测 slider 值的变化。检测这两个东西的脚本必须附加到 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); });
}
}

然后从您的 Raycast 脚本中使用它,向其中添加以下内容:

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 不填充,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40874112/

29 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com