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所以我即将制作一个幸运之轮,并且有奖品清单和奖品图片清单,所以我想在奖品结尾展示奖品。我设法显示奖品,但不是奖品图像。 (显示器是激活一个面板上,当车轮停止旋转)如何显示两个列表中的两个元素?
这里是脚本:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class SpinWheel : MonoBehaviour
{
public List<string> Premio = new List<string>();
public List<AnimationCurve> animationCurves;
public List<GameObject> ImagenPremio = new List<GameObject>();
public Text itemNumberDisplay;
private bool spinning;
private float anglePerItem;
private int randomTime;
private int itemNumber;
public GameObject RoundEndDisplay;
void Start()
{
spinning = false;
anglePerItem = 360/Premio.Count;
itemNumberDisplay.text = "";
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0) && !spinning)
{
randomTime = Random.Range(1, 4);
itemNumber = Random.Range(0, Premio.Count);
float maxAngle = 360 * randomTime + (itemNumber * anglePerItem);
StartCoroutine(SpinTheWheel(5 * randomTime, maxAngle));
}
}
IEnumerator SpinTheWheel(float time, float maxAngle)
{
spinning = true;
float timer = 0.0f;
float startAngle = transform.eulerAngles.z;
maxAngle = maxAngle - startAngle;
int animationCurveNumber = Random.Range(0, animationCurves.Count);
Debug.Log("Animation Curve No. : " + animationCurveNumber);
while (timer < time)
{
//to calculate rotation
float angle = maxAngle *
animationCurves[animationCurveNumber].Evaluate(timer/time);
transform.eulerAngles = new Vector3(0.0f, 0.0f, angle + startAngle);
timer += Time.deltaTime;
yield return 0;
}
transform.eulerAngles = new Vector3(0.0f, 0.0f, maxAngle + startAngle);
spinning = false;
Debug.Log("Premio: " + Premio[itemNumber]);
if (spinning == false)
{
yield return new WaitForSeconds(1);
RoundEndDisplay.SetActive(true);
itemNumberDisplay.text = ("Premio: " + Premio[itemNumber]);
}
}
}
我会很高兴,如果有人能帮助!
你的变量'旋转'看起来像是浪费空间。由于'Update'只被调用一次,它实际上并没有做任何事情。如果'Update'和'SpinTheWheel'同时运行,我可以看到它是如何有用的。但是,这也需要改变你使用它的方式。 –
是ImagenPremio您的图像奖励列表?他们是否都隐藏着附有精灵的gameobjects?为什么不使用'ImagenPremio [itemnumber] .SetActive(true);' – ryeMoss
我不认为我理解你的问题。简单地把'setActive'部分放在'itemNumberDisplay.text;' – ryeMoss