基本上,我需要一次性检查音频片段的长度,然后将其存储在变量中,以用作代码在继续和销毁游戏对象之前应该等待的时间长度。
我已经尝试了很多不同的东西,比如把它带到if语句之外,但是,每次尝试都会导致这个代码工作,但不是按照预期或只是拒绝编译。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fighting : MonoBehaviour
{
public int Team = 1; //Which team entity is on
public int Health = 100; //How much heath it has
public int MaxHealth = 100; //Maximum health cap
public int AttackDamage = 10; //Attack Damage to enemy entities
public int HealAmount = 0; //Amount it can heal friendly entities
public int DecayAmount = 1; //Amount of health lost over time (If over health cap)
public float DecayCooling = 1; //Seconds it takes for health to be lost over time (If over health cap)
public float DecayOriginal = 1; //Needs to be hidden and equal to DecayCooling
public float CoolDown = 2; //Seconds it takes until it can attack enemies again
public float original = 2; //Needs to be hidden and equal to CoolDown
public bool CoolingDown = false; //Is attack cooling Down?
public bool Decaying = false; //Is decaying cooling Down?
public bool Structure = false; //Is it a building?
public bool SelfHealing = false; //Can it heal itself?
public bool HealAll = false; //Can it heal every friendly unit in its radius?
public bool Garrisoning = false; //Can it garrison troops?
public bool Snap = false; //Do you wanna snap it?
public bool clipplayed = false;
public bool lengthset = false;
public AudioSource aSource;
//public AudioSource[] mSource;
public Component[] obj;
// Update is called once per frame
void Update()
{
if (Snap == true || Health <= 0) //Snaps the entity if either is true
{
//Destroy(gameObject, .5f);
obj = transform.parent.GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer rend in obj)
{
rend.enabled = false;
}
if (clipplayed == false)
{
aSource.Play();
clipplayed = true;
}
bool playing = true;
if (playing == false)
{
Destroy(transform.parent.gameObject);
}
if (playing == true)
{
if (lengthset == false)
{
float playtimer = aSource.clip.length;
lengthset = true;
}
playtimer -= Time.deltaTime;
if (playtimer <= 0)
{
playing = false;
}
}
}
if (Input.GetKey(KeyCode.N)) Instantiate(transform.parent.gameObject); //Debug tool to spawn another
if (Health > MaxHealth && Decaying == false) //Checks to see if health should be decaying
{
Health -= DecayAmount;
Decaying = true;
}
if (Decaying == true)
{
DecayCooling -= Time.deltaTime;
if (DecayCooling <= 0)
{
Decaying = false;
DecayCooling = DecayOriginal;
}
}
}
}
这些代码行:
playtimer - = Time.deltaTime;
if(playtimer <= 0)
应该可以看到:
float playtimer = aSource.clip.length;
相反,他们假装它甚至不存在,并且脚本不会因为它而编译。
你在if范围内声明播放时间,所以当你调用playtimer时它不存在 - = Time.deltaTime;
这样看,当lengthset不是false时会发生什么,你还没有声明播放时间:
if (lengthset == false)
{
float playtimer = aSource.clip.length;
lengthset = true;
}
playtimer -= Time.deltaTime;
相反,在if范围之外声明它:
float playtimer = 0;
if (lengthset == false)
{
playtimer = aSource.clip.length;
lengthset = true;
}
playtimer -= Time.deltaTime;
哦,天哪,从你的评论中说:“我以这种方式构建了代码,这样它只执行一次而不仅仅是将变量设置回原来的状态。是否有更好的方法来实现我的意图?”。
如果您需要在调用之间跟踪playtimer的值,那么您可能希望将其添加为实例变量(即,顶部包含所有其他变量)。如果这样做,请确保从方法逻辑中删除声明。
将playtimer
变量定义为更高一级,以便在两个位置都能看到它。
float playtimer = 0;
if (lengthset == false)
{
playtimer = aSource.clip.length;
lengthset = true;
}
playtimer -= Time.deltaTime;
在C#中,嵌套作用域中的代码可以查看在作用域外定义的变量。范围之外的代码无法查看范围内定义的变量。
因此,以下方法不起作用:
{
int a = 5;
}
Console.WriteLine(a); // can't see a because it's declaration is in the nested scope
但这会奏效:
int a = 0;
{
a = 5;
}
Console.WriteLine(a); // can see a, its value is 5
在此示例中,a在两个嵌套作用域之外声明,因此它们都可以访问:
{
int a = 5;
{
a = 3;
}
{
Console.WriteLine(a); // this will also work because a is declared outside the scope. Its value is 3.
}
}
如果在调用playTimer
之间需要Update()
为相同的变量(即包含相同的值),则需要将其声明移到Update()
的范围之外并进入类级别范围的范围。
例如:
class Test
{
float playTimer = 0;
void Update()
{
Console.WriteLine(playTimer);
}
}