英文:
why does the car teleport to my waypoints
问题
我制作了一段代码,允许汽车驶向预定的路标,如果它到达那里,它会自动驶向下一个。以下是代码部分:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AICar : MonoBehaviour
{
public Transform Player;
public Transform Player2;
public Transform Player3;
public Transform Player4;
public Transform Player5;
public Transform Player6;
public int MoveSpeed = 5;
int MaxDist = 10;
int MinDist = 5;
void Start()
{
    StartCoroutine(SparseUpdate());
}
IEnumerator SparseUpdate()
{
    yield return new WaitForSeconds(0);
    while (true)
    {
        yield return null;
        transform.LookAt(Player);
        if (Vector3.Distance(transform.position, Player.position) >= MinDist)
        {
            transform.position += transform.forward * MoveSpeed * Time.deltaTime;
            Debug.Log(MoveSpeed);
            if (Vector3.Distance(transform.position, Player.position) <= MaxDist)
            {
                StartCoroutine(SparseUpdateSecond());
            }
            // 在此处执行您在 Update 中通常要执行的所有常规操作。
        }
    }
}
IEnumerator SparseUpdateSecond()
{
    yield return new WaitForSeconds(0);
    while (true)
    {
        yield return null;
        transform.LookAt(Player2);
        if (Vector3.Distance(transform.position, Player2.position) >= MinDist)
        {
            transform.position += transform.forward * MoveSpeed * Time.deltaTime;
            Debug.Log(MoveSpeed);
            if (Vector3.Distance(transform.position, Player.position) <= MaxDist)
            {
                StartCoroutine(SparseUpdateThird());
            }
            // 在此处执行您在 Update 中通常要执行的所有常规操作。
        }
    }
}
IEnumerator SparseUpdateThird()
{
    yield return azerobgerbdhzvidhqszckrsqirhzretrkev
    while (true)
    {
        yield return null;
        transform.LookAt(Player3);
        if (Vector3.Distance(transform.position, Player3.position) >= MinDist)
        {
            transform.position += transform.forward * MoveSpeed * Time.deltaTime;
            if (Vector3.Distance(transform.position, Player3.position) <= MaxDist)
            {
                StartCoroutine(SparseUpdateFourth());
            }
            // 在此处执行您在 Update 中通常要执行的所有常规操作。
        }
    }
}
IEnumerator SparseUpdateFourth()
{
    yield return new WaitForSeconds(0);
    while (true)
    {
        yield return null;
        transform.LookAt(Player4);
        if (Vector3.Distance(transform.position, Player4.position) >= MinDist)
        {
            transform.position += transform.forward * MoveSpeed * Time.deltaTime;
            if (Vector3.Distance(transform.position, Player4.position) <= MaxDist)
            {
                StartCoroutine(SparseUpdateFifth());
            }
            // 在此处执行您在 Update 中通常要执行的所有常规操作。
        }
    }
}
IEnumerator SparseUpdateFifth()
{
    yield return new WaitForSeconds(0);
    while (true)
    {
        yield return null;
        transform.LookAt(Player5);
        if (Vector3.Distance(transform.position, Player5.position) >= MinDist)
        {
            transform.position += transform.forward * MoveSpeed * Time.deltaTime;
            if (Vector3.Distance(transform.position, Player5.position) <= MaxDist)
            {
                StartCoroutine(SparseUpdateSixth());
            }
            // 在此处执行您在 Update 中通常要执行的所有常规操作。
        }
    }
}
IEnumerator SparseUpdateSixth()
{
    yield return new WaitForSeconds(0);
    while (true)
    {
        yield return null;
        transform.LookAt(Player6);
        if (Vector3.Distance(transform.position, Player6.position) >= MinDist)
        {
            transform.position += transform.forward * MoveSpeed * Time.deltaTime;
            if (Vector3.Distance(transform.position, Player6.position) <= MaxDist)
            {
                // 在此处执行您在 Update 中通常要执行的所有常规操作。
            }
        }
    }
}
}
它慢慢地驶向第一个路标,这是正确的,但对于其他路标,它非常快,我不知道为什么?有人可以帮助吗?谢谢。
我尝试了其他方法来移动汽车,但都没有成功。
英文:
I made a code that allows a car to drive to defined waypoints, if it arrives there it automaticly drives to the next. Following code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AICar : MonoBehaviour
{
    public Transform Player;
    public Transform Player2;
    public Transform Player3;
    public Transform Player4;
    public Transform Player5;
    public Transform Player6;
    public int MoveSpeed = 5;
    int MaxDist = 10;
    int MinDist = 5;
    void Start()
  {
      StartCoroutine(SparseUpdate());
  }
  IEnumerator SparseUpdate()
  {
      yield return new WaitForSeconds(0);
      while(true)
      {
          yield return null;
          transform.LookAt(Player);
          if (Vector3.Distance(transform.position, Player.position) >= MinDist)
          {
              transform.position += transform.forward * MoveSpeed * Time.deltaTime;
              Debug.Log(MoveSpeed);
              if (Vector3.Distance(transform.position, Player.position) <= MaxDist)
              {
                  StartCoroutine(SparseUpdateSecond());
              }
          // Do all the normal things you'd do in Update here instead.
      }
   }
 }
    IEnumerator SparseUpdateSecond()
    {
        yield return new WaitForSeconds(0);
        while(true)
        {
            yield return null;
            transform.LookAt(Player2);
            if (Vector3.Distance(transform.position, Player2.position) >= MinDist)
            {
                transform.position += transform.forward *  * Time.deltaTime;
                Debug.Log(MoveSpeed);
                if (Vector3.Distance(transform.position, Player.position) <= MaxDist)
                {
                  StartCoroutine(SparseUpdateThird());
                }
            // Do all the normal things you'd do in Update here instead.
        }
       }
    }
    IEnumerator SparseUpdateThird()
    {
        yield return new WaitForSeconds(0);
        while(true)
        {
            yield return null;
            transform.LookAt(Player3);
            if (Vector3.Distance(transform.position, Player3.position) >= MinDist)
            {
                transform.position += transform.forward * MoveSpeed * Time.deltaTime;
                if (Vector3.Distance(transform.position, Player3.position) <= MaxDist)
                {
                  StartCoroutine(SparseUpdateFourth());
                }
            // Do all the normal things you'd do in Update here instead.
        }
       }
    }
    IEnumerator SparseUpdateFourth()
    {
        yield return new WaitForSeconds(0);
        while(true)
        {
            yield return null;
            transform.LookAt(Player4);
            if (Vector3.Distance(transform.position, Player4.position) >= MinDist)
            {
                transform.position += transform.forward * MoveSpeed * Time.deltaTime;
                if (Vector3.Distance(transform.position, Player4.position) <= MaxDist)
                {
                  StartCoroutine(SparseUpdateFifht());
                }
            // Do all the normal things you'd do in Update here instead.
        }
       }
    }
    IEnumerator SparseUpdateFifht()
    {
        yield return new WaitForSeconds(0);
        while(true)
        {
            yield return null;
            transform.LookAt(Player5);
            if (Vector3.Distance(transform.position, Player5.position) >= MinDist)
            {
                transform.position += transform.forward * MoveSpeed * Time.deltaTime;
                if (Vector3.Distance(transform.position, Player5.position) <= MaxDist)
                {
                  StartCoroutine(SparseUpdateSixt());
                }
            // Do all the normal things you'd do in Update here instead.
        }
       }
    }
        IEnumerator SparseUpdateSixt()
        {
            yield return new WaitForSeconds(0);
            while(true)
            {
                yield return null;
                transform.LookAt(Player6);
                if (Vector3.Distance(transform.position, Player6.position) >= MinDist)
                {
                    transform.position += transform.forward * MoveSpeed * Time.deltaTime;
                    if (Vector3.Distance(transform.position, Player6.position) <= MaxDist)
                    {
                    }
                // Do all the normal things you'd do in Update here instead.
            }
           }
        }
  }
it drives slowly to the first, which is right but to the others it is very quick and i dont know why? can anbyody help?
thank you
I tried other methods to move the car but nothing works
答案1
得分: 0
if (Vector3.Distance(transform.position, Player3.position) >= MinDist)
{
transform.position += transform.forward * MoveSpeed * Time.deltaTime;
if (Vector3.Distance(transform.position, Player3.position) <= MaxDist)
{
StartCoroutine(SparseUpdateFourth());
break;
}
// 在这里执行正常的 Update 操作。
}
英文:
As always, place debugger around to see how your code actually works do miracles!
In this one though, since each of your IEnumerator placed inside a while(true), it simply doesnt stop and ends up running all the IEnumerators at the same time.
In sort, just include a break; after each time you start new coroutine, something like this should do
if (Vector3.Distance(transform.position, Player3.position) >= MinDist)
        {
            transform.position += transform.forward * MoveSpeed * Time.deltaTime;
            if (Vector3.Distance(transform.position, Player3.position) <= MaxDist)
            {
              StartCoroutine(SparseUpdateFourth());
              break;
            }
        // Do all the normal things you'd do in Update here instead.
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