我是一个团结和c#的新手.
Hi im a newbie in unity and c#..
我在同一场景中有两个脚本文件,
I have two script file in the same scene,
versionchecker.cs文件中的1个协程从我的Web服务器获取版本号数据
1 coroutine in file versionchecker.cs to get a version number data from my web server
public string versionURL = "localhost/check.php"; IEnumerator GetVersion() { WWW vs_get = new WWW(versionURL); yield return vs_get; if (vs_get.error != null) { connection = 1; } else { currentVersion = vs_get.text; bundleVersion = PlayerSettings.bundleVersion; connection = 0; } }但是在beginingscreen.cs中的另一个文件中,我有一个用于开始屏幕的协程..
But in another file in beginingscreen.cs, i have a coroutine for a begining screen..
void Start () { if(!isExit) StartCoroutine (BeginningAnimation ()); else StartCoroutine (EndAnimation ()); } IEnumerator BeginningAnimation() { fade.FadeIn (1.5f); yield return new WaitForSeconds (2); fade.FadeOut (1); yield return new WaitForSeconds (0.9f); Application.LoadLevel (LevelToLoad); } IEnumerator EndAnimation() { yield return new WaitForSeconds (0.5f); fade.FadeOut (1); yield return new WaitForSeconds (1); Application.Quit (); }我将此脚本放置在游戏的同一场景中..但有时,开始屏幕的协程首先在获取版本的协程之前完成,因为获取版本需要与Web服务器的连接,并且有时Web服务器处于滞后状态.
this script i place it in the same scene of my game.. but sometimes the coroutine for begining screen finish first before the coroutine for get version because the get version need a connection to webserver, and sometime the web server is lagging..
所以我该如何先使获取版本的协程完成,然后才能开始显示屏幕.
so how can i make the get version coroutine finish first and after that begining screen can start..
推荐答案两种不同的方法:
仅当第一个协程完成执行时,才可以添加组件脚本(beginingscreen.cs).从而确保其他协程不会太早开始.
You could just add the component script (beginingscreen.cs) only when the first coroutine finished executing. Thus ensuring that the other coroutines do not start too early.
IEnumerator GetVersion() { // ... gameObject.AddComponent<BeginingScreen>(); }您可以在beginingscreen.cs中将Start方法作为协程,然后调用GetVersion并等待其完成(GetVersion必须公开可见):
You can make the Start method a coroutine in beginingscreen.cs, then call GetVersion and wait for its completion (GetVersion needs to be publicly visible) :
IEnumerator Start() { var getVersion = gameObject.GetComponent<VersionChecker>(); if (getVersion != null) { yield return StartCoroutine(getVersion.GetVersion()); } if(!isExit) yield return StartCoroutine (BeginningAnimation()); else yield return StartCoroutine (EndAnimation()); }在两种解决方案中,您都需要两个组件(脚本)以某种方式相互交互.或者,您可以创建处理此交互的第三个脚本.
In both solutions, you need the two components (scripts) to somehow interact with each other. Or you can create a third script that handles this interaction.
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