我一直在创建enemy generator
,它在Start()
上被调用,并且大部分时间都冻结。有时候,它让我们玩一次,但是当我第二次点击播放时,它就冻结了,需要重新开始团结。 独立版本不能解决问题。记录最后几行:
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
EnemyGenerator:Start() (at Assets\Scripts\Utils\EnemyGenerator.cs:23)
(Filename: Assets/Scripts/Utils/EnemyGenerator.cs Line: 23)
这是我的剧本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyGenerator : MonoBehaviour
{
public List<GameObject> camps;
public List<GameObject> enemies;
int threshold;
public List<GameObject> campAreas;
public List<GameObject> enemyAreas;
public int campsToSpawn;
public int enemiesPerAreaMin;
public int enemiesPerAreaMax;
void Start()
{
for (int i = 0; i < campsToSpawn; i++)
{
threshold = Random.Range(0, camps.Count - 1);
Debug.Log(threshold);
var campPlace = Random.Range(0, campAreas.Count - 1);
var camp = Instantiate(camps[threshold], campAreas[campPlace].transform.position, Quaternion.identity);
if (camp != null)
{
campAreas.RemoveAt(campPlace);
}
}
Debug.Break();
bool canSpawn = true;
for (int i = 0; i < enemyAreas.Count; i++)
{
threshold = Random.Range(0, enemies.Count - 1);
List<GameObject> enemiesSpawned = new List<GameObject>();
var enemyCount = Random.Range(enemiesPerAreaMin, enemiesPerAreaMax);
for (int j = 0; j < enemyCount; j++)
{
var pos = new Vector3(Random.Range(enemyAreas[i].GetComponent<BoxCollider>().bounds.min.x, enemyAreas[i].GetComponent<BoxCollider>().bounds.max.x), enemyAreas[i].transform.position.y,
Random.Range(enemyAreas[i].GetComponent<BoxCollider>().bounds.min.z, enemyAreas[i].GetComponent<BoxCollider>().bounds.max.z));
if (enemiesSpawned.Count == 0)
{
GameObject en = null;
enemiesSpawned.Add(en = Instantiate(enemies[threshold], pos, Quaternion.identity));
}
else
{
for (int x = 0; x < enemiesSpawned.Count; x++)
{
if (Vector3.Distance(enemiesSpawned[x].transform.position, pos) < 3f)
{
canSpawn = false;
}
}
if (!canSpawn)
{
j--;
}
else
{
enemiesSpawned.Add(Instantiate(enemies[threshold], pos, Quaternion.identity));
}
}
}
Debug.Break();
}
}
}
我试图找到实际上会永远循环的东西,但我不认为这是问题所在。想知道是否可能是性能泄漏?
先谢谢您。
对不起,虽然这是Debug.Break()的问题;
这可能是问题
{
for (int x = 0; x < enemiesSpawned.Count; x++)
{
if (Vector3.Distance(enemiesSpawned[x].transform.position, pos) < 3f)
{
canSpawn = false;
}
}
if (!canSpawn)
{
j--;
}
else
{
enemiesSpawned.Add(Instantiate(enemies[threshold], pos, Quaternion.identity));
}
}
You getting a random position inside a certain bounds. If the position is too close u don't spawn and --j; to retry a new position. So if for some reason the bounds are wrong or barely engouth you might be running that function for a very long time.
A quick test is to add a counter before your j for loop.
int debugCounter = 0;
for (int j = 0; j < enemyCount; j++)
{
//at the very top
++debugCounter;
if(debugCounter > 100)//or a bigger number
{
Debug.Log("Too many attemps");
break;
}
...