我已经制作了2048游戏的完整副本,但是我通过传送移动了瓷砖(没有像原始游戏中那样平滑移动瓷砖)
我使用以下代码来实现移动瓷砖的平滑度。
//GameManager script
void MoveRight () {
//some code ..
AnimateTileMovement (newPosition); // newposition is the position to whihc the tiles is going to move
//some code which i need to execute (ONLY AFTER MY COMPLETE MOVEMENT OF TILE)
// BUT AS SOON AS TileMovement return its first null this code execute which is creating a lot of problem , what should i do ?
//to stop execution these code until the tiles have moved towards its desired newPosition
}
//TilesMovement Script
public void AnimationTileMovement(Vector3 newPosition) {
StartCoroutine ("TileMovement", newPosition);
}
IEnumerator TileMovement(Vector3 newPosition) {
while (transform.position != newPosition) {
transform.position = Vector3.MoveTowards (transform.position, newPosition, speedTile * Time.deltaTime);
yield return null;
}
}
我已经花了几天的时间来实现这一目标,但是我无法做如何停止执行
StartCoroutine ("TileMovement", newPosition)
下面的代码的方法,因为当IEnumerator TileMovement(Vector3 newPosition)
首先将其设为null时,代码会在第一次移动时执行?我已经阅读了这篇文章,也尝试过但无法这样做,请建议我该怎么做Coroutines unity ask
最佳答案
您的问题很简单,
仅在我完全移动瓷砖之后...
和
我已经花了几天的时间来实现这一目标,但我不能做如何停止执行代码...
如果您要启动协程,请继续...
Debug.Log("we're at A");
StartCoroutine("ShowExplosions");
Debug.Log("we're at B");
它将打印“ A”,并开始爆炸动画,但是它们立即继续前进并打印“ B”。 (它将打印“ A”,然后立即打印“ B”,爆炸将在打印“ B”的同时开始运行,然后继续进行。)
但是....
如果您要启动协程,请等待...
Debug.Log("we're at A");
yield return StartCoroutine("ShowExplosions");
Debug.Log("we're at B");
那将打印“ A”。然后它将开始爆炸并等待:它将不会执行任何操作,直到爆炸完成。只有这样,它才会打印“ B”。
这是Unity中经常出现的基本错误。
不要忘了“收益回报”!
注意!
当然,这段代码
Debug.Log("we're at A");
yield return StartCoroutine("ShowExplosions");
Debug.Log("we're at B");
必须本身在协程中。所以你会有类似...
public IEnumerator AnimationTileMovement(...)
{
Debug.Log("we're at A");
.. your pre code
yield return StartCoroutine("ShowExplosions");
Debug.Log("we're at B");
.. your post code
}
在MoveRight中,您将拥有
public void MoveRight(...)
{
StartCoroutine( AnimateTileMovement(newPosition) );
说得通?