2017-07-17 31 views
-2

ShowRestartDialog()中的我的倒數計時器表現時髦。而不是從定義的countdownLength(設置爲5)開始,它從一個隨機負數開始並從那裏開始。爲什麼會這樣呢?謝謝!從隨機負數開始的倒計時

using System.Collections; 
using UnityEngine; 
using UnityEngine.UI; 
using UnityEngine.SceneManagement; 

public class CountdownTimer : MonoBehaviour 
{ 
    public static CountdownTimer countdownTimerInstance = null; // Create Singleton 

    public Object startingScene; 
    public GameObject timeOutWarningDialog; 
    private GameObject timerDialogBoxInstance; 
    private GameObject canvas; 

    private IEnumerator counter; 
    private Button stopCountButton; 
    private Text timerTextField; 

    public float countdownLength; 
    public float countdownDelay; 
    private float countdownInterval = 1.0f; 

    void Awake() 
    { 
     if (countdownTimerInstance == null) 
      countdownTimerInstance = this; 
     else if (countdownTimerInstance != null) 
      Destroy(gameObject); 
     DontDestroyOnLoad(gameObject); 
    } 

    public void StartPreCountTimer() 
    { 
     GameManager.preCountActive = true; 

     Debug.Log("StartPreCountTimer Timer has Started!"); 

     if (GameManager.restartWarningActive == false) 
      Invoke("ShowRestartDialog", countdownDelay); 
    } 

    public void RestartPreCountTimer() 
    { 
     GameManager.preCountActive = false; 

     Debug.Log("StartPreCountTimer Timer has Restarted!"); 
      CancelInvoke("ShowRestartDialog"); 
    } 

    void ShowRestartDialog() 
    { 
     GameManager.preCountActive = false; 

     canvas = GameObject.FindGameObjectWithTag("Canvas"); 

     timerDialogBoxInstance = Instantiate(timeOutWarningDialog); // instantiate timeout warning dialog 
     timerDialogBoxInstance.transform.SetParent(canvas.transform, false); 
     timerDialogBoxInstance.SetActive(true); 

     Text[] textFields = timerDialogBoxInstance.GetComponentsInChildren<Text>(true); // get reference to timer textfields 
     timerTextField = textFields[2]; // access and assign countdown textfield 

     stopCountButton = timerDialogBoxInstance.GetComponentInChildren<Button>(); // get reference to keep playing button 
     stopCountButton.onClick.AddListener(StopDialogTimer); // add button listener 

     if (timerDialogBoxInstance.activeInHierarchy == true) 
      InvokeRepeating("StartDialogTimer", 0, countdownInterval); 
    } 

    void StartDialogTimer() 
    { 
     float s = countdownLength--; 

     Debug.Log(s); 

     if (timerTextField != null) 
      timerTextField.text = s.ToString(); 

     if (s == -1) 
     { 
      RestartGame(); 
     } 
    } 

    void StopDialogTimer() 
    { 
     Debug.Log("Restart Cancelled"); 
     CancelInvoke("StartDialogTimer"); 
     Destroy(timerDialogBoxInstance); 
    } 

    void RestartGame() 
    { 
     SceneManager.LoadScene(startingScene.name); 
    } 
} 
+1

「countdownLength(被設定爲5)」 - 是不是在你的代碼實現。你不要初始化它。因此它被設置爲0. – jross

+2

我甚至沒有在您發佈的代碼中看到文字'5' _anywhere_。如果你需要幫助,可以發佈一個很好的[mcve],它能夠真實地再現你聲稱發生的行爲。上面的代碼並不是最小的,它也沒有實際做你聲稱它做的事情。 –

+0

它不是隨機的。隨着遊戲計時器開始,並且每秒都向後計數。 –

回答

1

你初始化壞你的變量。 float s = countdownLength--;

在聲明S = 0.0F - 5 ===> -5第一個值

你永遠達不到-1值重新啓動遊戲。 而到達的方式正在改變這一點:

if (s <= -1) 
{ 
    RestartGame(); 
}