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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class Movement : MonoBehaviour
{
//storage for the object's rigidbody
public Rigidbody2D rb2D;
//the public modifier for speed so i can edit from outside
public float speed;
//reliably take movements each second in an even, reliable manner.
void FixedUpdate()
{
//i move left and right if i use "a" or "d or "left" or "right"
float moveX = Input.GetAxis("Horizontal");
//I move up and down if i use "w" or "s" or "up" or "down"
float moveY = Input.GetAxis("Vertical");
//Vector inputs the move directions into a vector2 so i can move
Vector2 move = new Vector2(moveX, moveY);
rb2D.velocity = move * speed;
}
//following two methods are for the respective spikey builds
public void slow()
{
print("Shit, spike's got me!");
speed = .3f;
StartCoroutine(PauseTheSlowdown(2.1f));
speed = 1;
}
public void Bigslow()
{
print("HOLY CRAP THAT HURT");
speed = 0f;
StartCoroutine(PauseTheSlowdown(3.7f));
speed = 1;
}
IEnumerator PauseTheSlowdown(float seconds)
{
print("Pause this crap");
yield return new WaitForSecondsRealtime(seconds);
}
}
我在这里遇到了一些问题,我的代码似乎很完美。它运行,然后当一个外部脚本从任何一个尖峰方法中拉出时,它的行为就像协程并不在那里,并且从慢速回到全速。 除了协程以外,没有任何错误或问题根本不会导致等待发生。我在这里错过了很明显的东西吗试图让一个方法暂停使用协程,我做错了什么?
这回答了很多问题,谢谢。我马上试一试。 –