我有这段代码,当变量waveNumer等于1时,该代码可以正常工作,产生敌人和所有敌人,但是当2 Unity崩溃时。我猜想这正在进入堰式循环,但我无法弄清楚其发生的原因。
int percentForWave=0;
int percentForType=0;
int TotalEnemies = (int)enemySpawnsThisRound;
if (waveNumer == 1)
{
Debug.Log("Entro al wave 1");
percentForWave = 20;
percentForType = 20;
startList = 0;
}
if (waveNumer == 2)
{
Debug.Log("Entro al wave 2");
percentForWave = 70;
percentForType = 70;
startList = endList;
}
if (waveNumer == 3)
{
Debug.Log("Entro al wave 3");
percentForWave = 10;
percentForType = 10;
startList = endList;
}
int enemiesThisWave = Decimal.ToInt32(Math.Round(TotalEnemies * ((decimal)percentForWave / 100), 1));
int enemiesForType = Decimal.ToInt32(Math.Round(lenghtList * ((decimal)percentForType / 100), 1));
endList = enemiesForType + startList;
clonesASpawnear = new GameObject[enemiesThisWave];
int i = 0;
while ( i < clonesASpawnear.Length)
{
for (int j = startList; j == endList; j++)
{
Debug.Log("Numero j = " + j);
if (clonesASpawnear[i] == null)
{
clonesASpawnear[i] = Instantiate(enemyTypeList[j], spawnPoints[j].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject;
clonesASpawnear[i].SetActive(true);//lo activo
clonesASpawnear[i].GetComponent<EnemyMovement_DCH>().player = Target;
aliveEnemies += 1;
clonesASpawnear[i].GetComponent<EnemyDamageHandler_DCH>().SpawnerEnemies = this;
i++;
}
}
}
另外,如果程序崩溃后我能看到统一日志,那将很有用,但不知道如何执行。
从这里我可以看到我在您的for循环的条件语句中看到了一个问题,请看这里您有
for (int j = startList; j == endList; j++)
在您的情况下,您只有一个单身是true
。当j的值等于endList时,因为在您的for循环中j
每次递增,您的条件仅适用于一次迭代,我猜这是您的第一次迭代。如果for循环不会迭代i
的值,该值是外部while循环的控制变量,则永远不会增加hance,而while循环将进入无限状态,永不停止迭代,一切都会冻结并崩溃。
[我可以读到评论,j < englist
会在j = 1
时立即导致崩溃
我希望在崩溃时获得一些变量的值。
我们最终以这种方式解决了这个问题。如果有人在相同的泡菜中,我会发布解决方案。
while ( i < clonesASpawnear.Length)
{
if(j <= endList)
{
Debug.Log("Numero j = " + j);
//se fija que ya no este en el escenario el que va en ese punto asi no superpone items
if (clonesASpawnear[i] == null)
{
clonesASpawnear[i] = Instantiate(enemyTypeList[j], spawnPoints[j].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject;
clonesASpawnear[i].SetActive(true);//lo activo
//Aca le asigno el blanco que quiero que siga al spawnear
clonesASpawnear[i].GetComponent<EnemyMovement_DCH>().player = Target;
aliveEnemies += 1;
//aca le asigno este spawner para que pueda afectar luego las variables cuando lo maten por ejemplo
clonesASpawnear[i].GetComponent<EnemyDamageHandler_DCH>().SpawnerEnemies = this;
}
j++;
i++;
}
else
{
j = startList;
}
Debug.Log("Numero i = " + i);
}
}