I'm a beginner at Unity.
Questions about the for statement in Unity.
Put as many characters as you can see on the dice.
I set up a program to move it.
I want to move it up, down, left, and right, one square at a time, but
Once the direction is specified, it moves in that direction at once.
How can I correct it so that I can move one square while waiting for input?
The contents of the program are as follows.
It is running in update.
Thank you for your cooperation.
d d62.lastresult is the eye of the dice.
public void MoveMain(){
Dice2 d62 = dice2.GetComponent();
if(d62.lastresult!=0&jj==false){
for (inti=0;i<d62.lastresult;i++){
if(Input.GetKeyUp(KeyCode.W){
this.transform.position + = new Vector3(0,0,1);
jj = true;
} else if (Input.GetKeyUp(KeyCode.S)) {
this.transform.position + = new Vector3(0,0,-1);
jj = true;
} else if (Input.GetKeyUp(KeyCode.A)) {
this.transform.position + = new Vector3(-1,0,0);
jj = true;
} else if(Input.GetKeyUp(KeyCode.D)) {
this.transform.position + = new Vector3(1,0,0);
jj = true;
}
}
}
}
public void MoveMain(){
Dice2 d62 = dice2.GetComponent();
if(d62.lastresult!=0&jj==false){
for (inti=0;i<d62.lastresult;i++){
if(Input.GetKeyUp(KeyCode.W){
this.transform.position + = new Vector3(0,0,1);
jj = true;
} else if (Input.GetKeyUp(KeyCode.S)) {
this.transform.position + = new Vector3(0,0,-1);
jj = true;
} else if (Input.GetKeyUp(KeyCode.A)) {
this.transform.position + = new Vector3(-1,0,0);
jj = true;
} else if(Input.GetKeyUp(KeyCode.D)) {
this.transform.position + = new Vector3(1,0,0);
jj = true;
}
}
}
}
With the above, we will process everything in the same frame in the first place.
Therefore, you need to manage it by frame.
1st frame:input
Second frame: (if input is detected) Move
3rd frame: (if input is detected) Move
·
·
·
So if you manage and control each event with a flag,
I think what the questioner wants to do can be realized.
add
Regarding the above code,
if(d62.lastresult!=0&jj==false){
Here is the branch if the dice result is non-zero and jj? is false.
if(Input.GetKeyUp(KeyCode.W){
else if (Input.GetKeyUp(KeyCode.S)) {
else if (Input.GetKeyUp(KeyCode.A)) {
else if (Input.GetKeyUp(KeyCode.D)) {
If one of these is true, the result is always true in the same frame.
jj = true;
I think this is supposed to serve as a stopper, but I can't.
You can use bullet points once, so try to design what you want to achieve in chronological order.
I will add more if necessary.
Waiting for input in the routine
Wouldn't it be possible to write it in the following way?
public void MoveMain(){
StartCoroutine (CoMoveMain());
}
IEnumerator CoMoveMain() {
Dice2 d62 = dice2.GetComponent();
for (inti=0;i<d62.lastresult;i++){
While(!Input.anyKeyDown) {yield return 0;}
if(Input.GetKeyUp(KeyCode.W){
this.transform.position + = new Vector3(0,0,1);
} else if (Input.GetKeyUp(KeyCode.S)) {
this.transform.position + = new Vector3(0,0,-1);
} else if (Input.GetKeyUp(KeyCode.A)) {
this.transform.position + = new Vector3(-1,0,0);
} else if(Input.GetKeyUp(KeyCode.D)) {
this.transform.position + = new Vector3(1,0,0);
}
else{
i--;
}
}
}
T As Mr. Transam pointed it out, I added it.
...I wonder if it's like this (^^;?
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