这是我脚本的一部分。游戏对象不会在我期望它们生成的时间生成。我试图改变与延迟值相关的时间尺度(即时间刻度= 1和baseDelay = .1f到时间刻度= 10和baseDelay = 1(。这就像一个魅力,我真的不知道为什么。我的代码有问题吗?固定更新和小浮点数的统一性问题吗?
图像:
- http://i.epvpimg.com/hwgsbab.png
- http://i.epvpimg.com/WYBfbab.png
using System; using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController : MonoBehaviour {
internal int xCount = 5; //bricks in x per line
internal float spacing = .5f; //space between bricks and margin to edges
internal float baseDelay = .1f; //time that needs to pass until the next movement internal
float brickMovementPerStep = .05f; //movement distance per step
int currentLineNumber = 0; //index for current line
void FixedUpdate()
{
//accurate value of space which needs to pass
float dist = ((screenSize.x - (2 * spacing + ((xCount - 1) * spacing))) / xCount) * .667f + spacing;
float stepsPerSecond = 1 / baseDelay; //how many steps are there per second?
float movementPerSecond = stepsPerSecond * brickMovementPerStep; //how far will a line have moved?
float requiredTime = dist / movementPerSecond; //how long will a line need to travel until the next one can be spawned?
timeSinceLastSpawn += Time.deltaTime;
if(timeSinceLastSpawn >= requiredTime)
{
timeSinceLastSpawn = 0; //reset time
currentLineNumber++;
SpawnAndStartLevel(); //this instantiates and moves the line, it is moved continously
}
}
Time.deltaTime
将用于更新每一帧的函数中。 FixedUpdate()
不会运行每一帧。 FixedUpdate()
是针对物理的 - 因为你没有做任何物理,你应该把它重命名为Update()
。我敢打赌,这将解决您时间上的异常情况。阅读更多
当然,可能会发生舍入误差。为此,我建议使用带有yield return WaitForSeconds(float)
的协程,因为您似乎在固定的时间间隔内做事。
internal int xCount = 5; //bricks in x per line
internal float spacing = .5f; //space between bricks and margin to edges
internal float baseDelay = .1f; //time that needs to pass until the next movement internal
float brickMovementPerStep = .05f; //movement distance per step
int currentLineNumber = 0; //index for current line
bool run = true;
bool reset = false;
void Start() {
StartCoroutine(LineRoutine(baseDelay));
}
public IEnumerator LineRoutine(float delay) {
while (run){
float dist = ((screenSize.x - (2 * spacing + ((xCount - 1) * spacing))) / xCount) * .667f + spacing;
float stepsPerSecond = 1 / delay; //how many steps are there per second?
float movementPerSecond = stepsPerSecond * brickMovementPerStep; //how far will a line have moved?
float requiredTime = dist / movementPerSecond; //how long will a line need to travel until the next one can be spawned?
while (!reset) {
// stuff to happen every [requredTime] seconds
yield return new WaitForSeconds(requiredTime);
currentLineNumber++;
SpawnAndStartLevel();
}
reset = false;
}
}
顺便说一句,无论您在 FixedUpdate 中使用 Time.deltaTime 还是 Time.fixedDeltaTime,如 Unity 文档中所述,都无关
紧要请注意,我不会每次迭代都重新计算所需的时间,因为在我看来它不会不断变化。 但是,如果将reset
设置为 true,它将离开该循环并重新计算所需的时间。