我的名字是 Laurenz,我的问题是如何使用 c# 延迟 Unity 中精灵的颜色变化。
现在我有一个随机生成器,它根据数字选择颜色,但这种情况每帧都会发生。所以现在真正的挑战是如何延迟它以减少它的变化。
public class colorchange : MonoBehaviour
{
public int color;
public bool stop = true;
void Start()
{
}
void Update()
{
Debug.Log("Hello");
color = Random.Range(1, 5);
if (color == 2)
{
gameObject.GetComponent<SpriteRenderer>().color = Color.blue;
}
if (color == 3)
{
gameObject.GetComponent<SpriteRenderer>().color = Color.red;
}
if (color == 4)
{
gameObject.GetComponent<SpriteRenderer>().color = Color.yellow;
}
}
}
您可以将代码放入循环中协程 https://docs.unity3d.com/ScriptReference/Coroutine.html每隔秒迭代一次:
public class colorchange : MonoBehaviour
{
public int color;
public float delaySeconds = 1f;
IEnumerator changeColorCoroutine;
SpriteRenderer mySprite;
public bool doChangeColor;
void Start()
{
// cache result of expensive GetComponent call
mySprite = GetComponent<SpriteRenderer>();
// initialize flag
doChangeColor = true;
// create coroutine
changeColorCoroutine = ChangeColor();
// start coroutine
StartCoroutine(changeColorCoroutine);
}
void OnMouseDown()
{
// toggle doChangeColor
doChangeColor = !doChangeColor;
}
IEnumerator ChangeColor()
{
WaitUntil waitForFlag = new WaitUntil( () => doChangeColor);
while (true)
{
yield return waitForFlag;
Debug.Log("Hello");
color = Random.Range(1, 5);
// switch for neater code
switch (color)
{
case 2:
mySprite.color = Color.blue;
break;
case 3:
mySprite.color = Color.red;
break;
case 4:
mySprite.color = Color.yellow;
break;
}
yield return new WaitForSeconds(delaySeconds);
}
}
}
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