如何在TextUI.text = ....之间放置一个睡眠函数,以在每个短语之间等待3秒?

public Text GuessUI;
public Text TextUI;

[...truncated...]

TextUI.text = "Welcome to Number Wizard!";
TextUI.text = ("The highest number you can pick is " + max);
TextUI.text = ("The lowest number you can pick is " + min);

我已经尝试过各种方法,但是都没有用,例如:
TextUI.text = "Welcome to Number Wizard!";
yield WaitForSeconds (3);
TextUI.text = ("The highest number you can pick is " + max);
yield WaitForSeconds (3);
TextUI.text = ("The lowest number you can pick is " + min);

用bash表示:
echo "Welcome to Number Wizard!"
sleep 3
echo "The highest number you can pick is 1000"
sleep 3
.....

但是我不知道如何在Unity中使用C#做到这一点

最佳答案

在Unity中有多种等待方式。这确实很简单,但我认为值得涵盖执行这些操作的大多数方法:

1 。带有协程和 WaitForSeconds

到目前为止,这是最简单的方法。将需要等待一段时间的所有代码放入协程函数中,然后可以使用 WaitForSeconds 等待。请注意,在协程函数中,您可以使用StartCoroutine(yourFunction)调用该函数。

下面的示例将旋转90度,等待4秒钟,旋转40度,等待2秒钟,然后最终旋转20度。

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

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    yield return new WaitForSeconds(4);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    yield return new WaitForSeconds(2);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

2 。带有协程和 WaitForSecondsRealtime
WaitForSecondsWaitForSecondsRealtime之间的唯一区别是WaitForSecondsRealtime使用了无标度的时间等待,这意味着当暂停带有Time.timeScale的游戏时,WaitForSecondsRealtime函数不会受到影响,但WaitForSeconds会受到影响。
void Start()
{
    StartCoroutine(waiter());
}

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    yield return new WaitForSecondsRealtime(4);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    yield return new WaitForSecondsRealtime(2);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

等待,仍然可以看到您等待了多长时间:

3 。使用协程,并使用 Time.deltaTime 每帧增加一个变量。

一个很好的例子是,当您需要计时器在屏幕上显示它等待了多少时间时。基本上就像一个计时器。

当您想用boolean变量为真时中断等待/睡眠时,它也很好。这是可以使用yield break;的地方。
bool quit = false;

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

IEnumerator waiter()
{
    float counter = 0;
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    float waitTime = 4;
    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        //Wait for a frame so that Unity doesn't freeze
        //Check if we want to quit this function
        if (quit)
        {
            //Quit function
            yield break;
        }
        yield return null;
    }

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    waitTime = 2;
    //Reset counter
    counter = 0;
    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        //Check if we want to quit this function
        if (quit)
        {
            //Quit function
            yield break;
        }
        //Wait for a frame so that Unity doesn't freeze
        yield return null;
    }

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

您仍然可以通过将while循环移到另一个协程函数并产生它来简化此过程,并且仍然能够看到它的计数,甚至中断计数器。
bool quit = false;

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

IEnumerator waiter()
{
    //Rotate 90 deg
    transform.Rotate(new Vector3(90, 0, 0), Space.World);

    //Wait for 4 seconds
    float waitTime = 4;
    yield return wait(waitTime);

    //Rotate 40 deg
    transform.Rotate(new Vector3(40, 0, 0), Space.World);

    //Wait for 2 seconds
    waitTime = 2;
    yield return wait(waitTime);

    //Rotate 20 deg
    transform.Rotate(new Vector3(20, 0, 0), Space.World);
}

IEnumerator wait(float waitTime)
{
    float counter = 0;

    while (counter < waitTime)
    {
        //Increment Timer until counter >= waitTime
        counter += Time.deltaTime;
        Debug.Log("We have waited for: " + counter + " seconds");
        if (quit)
        {
            //Quit function
            yield break;
        }
        //Wait for a frame so that Unity doesn't freeze
        yield return null;
    }
}

等待/睡眠,直到变量更改或等于另一个值:

4 。具有协程和 WaitUntil 函数:

等到条件变成true。一个示例是一个函数,等待玩家的分数变成100,然后加载下一个级别。
float playerScore = 0;
int nextScene = 0;

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

IEnumerator sceneLoader()
{
    Debug.Log("Waiting for Player score to be >=100 ");
    yield return new WaitUntil(() => playerScore >= 10);
    Debug.Log("Player score is >=100. Loading next Leve");

    //Increment and Load next scene
    nextScene++;
    SceneManager.LoadScene(nextScene);
}

5 。具有协程和 WaitWhile 功能。

等待条件为true。一个示例是当您想按退出键时退出应用程序。
void Start()
{
    StartCoroutine(inputWaiter());
}

IEnumerator inputWaiter()
{
    Debug.Log("Waiting for the Exit button to be pressed");
    yield return new WaitWhile(() => !Input.GetKeyDown(KeyCode.Escape));
    Debug.Log("Exit button has been pressed. Leaving Application");

    //Exit program
    Quit();
}

void Quit()
{
    #if UNITY_EDITOR
    UnityEditor.EditorApplication.isPlaying = false;
    #else
    Application.Quit();
    #endif
}

6 。使用 Invoke 函数:

您将来可以调用告诉Unity来调用函数。调用Invoke函数时,您可以传递时间等待,然后再将该函数调用为其第二个参数。下面的示例将在feedDog()被调用的5秒后调用Invoke函数。
void Start()
{
    Invoke("feedDog", 5);
    Debug.Log("Will feed dog after 5 seconds");
}

void feedDog()
{
    Debug.Log("Now feeding Dog");
}

7 。具有Update()函数和 Time.deltaTime

就像#3 一样,除了它不使用协程。它使用Update函数。

问题在于它需要太多的变量,因此它不会每次都运行,而是在等待后计时器结束时仅运行一次。
float timer = 0;
bool timerReached = false;

void Update()
{
    if (!timerReached)
        timer += Time.deltaTime;

    if (!timerReached && timer > 5)
    {
        Debug.Log("Done waiting");
        feedDog();

        //Set to false so that We don't run this again
        timerReached = true;
    }
}

void feedDog()
{
    Debug.Log("Now feeding Dog");
}

在Unity中还有其他等待的方法,但是您一定应该知道上面提到的方法,因为这样可以更轻松地在Unity中制作游戏。何时使用每个视情况而定。

对于您的特定问题,这是解决方案:
IEnumerator showTextFuntion()
{
    TextUI.text = "Welcome to Number Wizard!";
    yield return new WaitForSeconds(3f);
    TextUI.text = ("The highest number you can pick is " + max);
    yield return new WaitForSeconds(3f);
    TextUI.text = ("The lowest number you can pick is " + min);
}

要从启动或更新函数调用/启动协程函数,请使用
StartCoroutine (showTextFuntion());

10-06 07:51
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