public void Move() { int stt = sun; scoreText.text = stt.ToString(); if (Input.GetKey(KeyCode.W)) { direction = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[2]; this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime); PlayFootstepSound(); } else if (Input.GetKey(KeyCode.S)) { this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[0]; direction = 2; this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.D)) { direction = 3; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[1]; this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.A)) { direction = 1; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[3]; this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime); } // 攻击 if (Input.GetMouseButtonDown(0)) { // 处理鼠标左键点击事件 GameObject ins = Instantiate(bulletPrefab); Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); ins.GetComponent<Blogs>().clickPosition = clickPosition; if (direction == 0) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f); } else if (direction == 2) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f); } else if (direction == 3) { ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y); } else if (direction == 1) { ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y); } } }增加移动时循环播放的代码
时间: 2023-06-25 08:01:56 浏览: 47
你可以在 Move() 方法中添加一个 while 循环来实现循环播放脚步声音的效果,具体代码如下:
public void Move() {
int stt = sun;
scoreText.text = stt.ToString();
while (true) {
if (Input.GetKey(KeyCode.W)) {
direction = 0;
this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[2];
this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime);
PlayFootstepSound();
} else if (Input.GetKey(KeyCode.S)) {
this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[0];
direction = 2;
this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime);
} else if (Input.GetKey(KeyCode.D)) {
direction = 3;
this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[1];
this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime);
} else if (Input.GetKey(KeyCode.A)) {
direction = 1;
this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[3];
this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime);
}
if (!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.A)) {
StopFootstepSound();
}
// 攻击
if (Input.GetMouseButtonDown(0)) {
// 处理鼠标左键点击事件
GameObject ins = Instantiate(bulletPrefab);
Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
ins.GetComponent<Blogs>().clickPosition = clickPosition;
if (direction == 0) {
ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f);
} else if (direction == 2) {
ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f);
} else if (direction == 3) {
ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y);
} else if (direction == 1) {
ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y);
}
}
yield return null;
}
}
其中,PlayFootstepSound() 和 StopFootstepSound() 分别是播放和停止脚步声音的方法,你需要自行实现。需要注意的是,while 循环会一直执行,直到程序结束或者手动终止循环,因此需要在循环内部加上 yield return null; 语句来避免占用过多的 CPU 资源。