等待协程完成

编程入门 行业动态 更新时间:2024-10-26 15:29:22
本文介绍了等待协程完成的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧! 问题描述

我有一个协程,在 N 秒后清除文本并将其恢复为原始形状.问题是协程在首次返回(等待几秒钟)之后再也不会继续.

I have coroutine that after N seconds clear text and returns it to it's original shape. Problem is that coroutine never continues after first return (wait for seconds).

我在其他地方遇到了这个问题,并想出了发生的原因,因为我在协程完成之前就销毁了Gameobject,所以我让它返回了bool,但是现在我很困惑,在这里不能使用相同的技巧,因为我是通过脚本启动协程的,未初始化.该脚本仅具有静态功能,通过它我可以启动协程.这是我的代码:

I had this problem somewhere else and figured it out that is happening because i destroy Gameobject before coroutine finish so i made it return bool but now i am confused and can not use same trick here since i am starting coroutine through script that is not initialized. That script only has static function through which i start coroutine. Here is my code:

void OnMouseDown() { bool safeDestroy = false; IGatherable gather = CharacterCommands.character.GetComponent<IGatherable>(); if(gather != null) { switch(itemID) { case 3: Drops[] d = ChestDrop.GetItemFromDropStash(drops, gather, this); //Here is function that is starting function with coroutine PROBLEM if(d.Length == 0) { safeDestroy = true; } else { drops = d; } break; default: if(ItemDatabase.GetItem(itemID).maxStackable < Inventory.GetCoins() + amount) { Parameters.centerText.text = "Not enough space in your bag!"; safeDestroy = Parameters.clearText(Parameters.centerText, 3, this); //Coroutine i had same problem but done it this way. } else { gather.GatherItem(itemID, amount); safeDestroy = true; } break; } } if(safeDestroy) { Destroy(this.gameObject); } }

这是函数本身:

public static Drops[] GetItemFromDropStash(Drops[] drops, IGatherable gather, MonoBehaviour justToStartCoroutine) { foreach(Drops drop in drops) { int r = UnityEngine.Random.Range(1, 101); if(r < drop.chance) { if(ItemDatabase.GetItem(drop.itemID).maxStackable > Inventory.GetItemFromInventoryById(drop.itemID).amount + drop.amount) { Inventory.AddItemToInventory(drop.itemID, drop.amount); Parameters.centerText.text = "+" + drop.amount + " " + ItemDatabase.GetItem(drop.itemID).itemName; switch(ItemDatabase.GetItem(drop.itemID).itemRarity) { case ItemRaritymon: Parameters.centerText.color = Color.gray; break; case ItemRarity.normal: Parameters.centerText.color = new Color(80, 100, 255); break; case ItemRarity.rare: Parameters.centerText.color = new Color(255, 80, 80); break; case ItemRarity.special: Parameters.centerText.color = new Color(200, 0, 220); break; case ItemRarity.legacy: Parameters.centerText.color = new Color(199, 224, 0); break; case ItemRarity.legendary: Parameters.centerText.color = new Color(224, 169, 0); break; } bool t = Parameters.clearText(Parameters.centerText, 3, justToStartCoroutine); int i = Array.IndexOf(drops, drop); List<Drops> tmp = new List<Drops>(drops); tmp.RemoveAt(i); drops = tmp.ToArray(); } else if (Inventory.CheckForFreeSpaceInInventory() == true) { Inventory.AddItemToInventoryToNewSlot(drop.itemID, drop.amount); Parameters.centerText.text = "+" + drop.amount + " " + ItemDatabase.GetItem(drop.itemID).itemName; switch(ItemDatabase.GetItem(drop.itemID).itemRarity) { case ItemRaritymon: Parameters.centerText.color = Color.gray; break; case ItemRarity.normal: Parameters.centerText.color = new Color(80, 100, 255); break; case ItemRarity.rare: Parameters.centerText.color = new Color(255, 80, 80); break; case ItemRarity.special: Parameters.centerText.color = new Color(200, 0, 220); break; case ItemRarity.legacy: Parameters.centerText.color = new Color(199, 224, 0); break; case ItemRarity.legendary: Parameters.centerText.color = new Color(224, 169, 0); break; } bool t = Parameters.clearText(Parameters.centerText, 3, justToStartCoroutine); int i = Array.IndexOf(drops, drop); List<Drops> tmp = new List<Drops>(drops); tmp.RemoveAt(i); drops = tmp.ToArray(); } else { Parameters.centerText.text = "Not enough space in inventory!"; bool t = Parameters.clearText(Parameters.centerText, 3, justToStartCoroutine); } } } return drops; }

我该如何实现,直到协程完成后我的物品(在 OnMouseDown()所在的位置)才能销毁?

How can i achieve so that my item (where OnMouseDown() is) doesn't destroy until coroutine is finished?

推荐答案

如果要等待协程完成...则该方法也必须是协程.

If you want to wait for a coroutine to finish...then the method must also be a coroutine.

根据具体情况,您有3种选择:

You have 3 options, depending on your specific scenario:

  • 将需要等待的代码移到现有的协程方法中(在最后一个当前 yield 之后).
    • 您还可以将委托传递给当前的协程,并将其用作回调,然后对现有协程的每次使用都可以提供自己的回调委托.然后,等待完成"代码进入该委托中.
  • 更多推荐

    等待协程完成

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