Unity Crashing on Play, most likely infinite While loop, but cannot locate issue(Unity 在播放时崩溃,很可能是无限的 While 循环,但找不到问题)
问题描述
感谢阅读.
我目前正在使用 C# 在 Unity 中构建一个小型记忆卡游戏.我已经完成了代码的主要部分,但是当我在某个场景上按下播放按钮时,Unity 冻结了.我相信这是由于无限的 While 循环,但我找不到问题.我非常感谢任何人可以提供的任何帮助.我将在下面留下我的代码.提前致谢.
I'm currently building a small memory card game in Unity using C#. I have the main portion of code finished but when I press the play button on a certain scene Unity freezes. I believe it is due to an infinite While loop, but I can not find the issue. I would really appreciate any help anyone can offer. I will leave my code below. Thanks in advance.
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine;
public class Pairs : MonoBehaviour {
public Sprite[] face; //array of card faces
public Sprite back;
public GameObject[] deck; //array of deck
public Text pairsCount;
private bool deckSetUp = false;
private int pairsLeft = 13;
// Update is called once per frame
void Update () {
if (!deckSetUp)
{
SetUpDeck();
}
if (Input.GetMouseButtonUp(0)) //detects left click
{
CheckDeck();
}
}//Update
void SetUpDeck()
{
for (int ix = 0; ix < 2; ix++)
{
for(int i = 1; i < 14; i++)//sets up card value (2-10 JQKA)
{
bool test = false;
int val = 0;
while (!test)
{
val = Random.Range(0, deck.Length);
test = !(deck[val].GetComponent<Card>().SetUp);
}//while
//sets up cards
deck[val].GetComponent<Card>().Number = i;
deck[val].GetComponent<Card>().SetUp = true;
}//nested for
}//for
foreach (GameObject crd in deck)
{
crd.GetComponent<Card>().setUpArt();
}
if (!deckSetUp)
{
deckSetUp = true;
}
}//SetUpDeck
public Sprite getBack()
{
return back;
}//getBack
public Sprite getFace(int i)
{
return face[i - 1];
}//getFace
void CheckDeck()
{
List < int > crd = new List<int>();
for(int i = 0; i < deck.Length; i++)
{
if(deck[i].GetComponent<Card>().State == 1)
{
crd.Add(i);
}
}
if(crd.Count == 2)
{
CompareCards(crd);
}
}//CheckDeck
void CompareCards(List<int> crd)
{
Card.NO_TURN = true; //stops cards turning
int x = 0;
if(deck[crd[0]].GetComponent<Card>().Number ==
deck[crd[1]].GetComponent<Card>().Number)
{
x = 2;
pairsLeft--;
pairsCount.text = "PAIRS REMAINING: " + pairsLeft;
if(pairsLeft == 0) // goes to home screen when game has been won
{
SceneManager.LoadScene("Home");
}
}
for(int j = 0; j < crd.Count; j++)
{
deck[crd[j]].GetComponent<Card>().State = x;
deck[crd[j]].GetComponent<Card>().PairCheck();
}
}//CompareCards
}
我相信问题在于 while(!test) 但我不知道为什么 test 永远不会成为真的.
I believe the issue lies in the while(!test) but i do not know why test never become true.
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
public class Card : MonoBehaviour {
public static bool NO_TURN = false;
[SerializeField]
private int cardState; //state of card
[SerializeField]
private int cardNumber; //Card value (1-13)
[SerializeField]
private bool _setUp = false;
private Sprite back; //card back (Green square)
private Sprite face; //card face (1-10 JQKA)
private GameObject pairsManager;
void Begin()
{
cardState = 1; //cards face down
pairsManager = GameObject.FindGameObjectWithTag("PairsManager");
}
public void setUpArt()
{
back = pairsManager.GetComponent<Pairs>().getBack();
face = pairsManager.GetComponent<Pairs>().getFace(cardNumber);
turnCard();//turns the card
}
public void turnCard() //handles turning of card
{
if (cardState == 0)
{
cardState = 1;
}
else if(cardState == 1)
{
cardState = 0;
}
if (cardState == 0 && !NO_TURN)
{
GetComponent<Image>().sprite = back; // shows card back
}
else if (cardState == 1 && !NO_TURN)
{
GetComponent<Image>().sprite = face; // shows card front
}
}
//setters and getters
public int Number
{
get {return cardNumber;}
set { cardNumber = value;}
}
public int State
{
get { return cardState; }
set { cardState = value; }
}
public bool SetUp
{
get { return _setUp; }
set { _setUp = value; }
}
public void PairCheck()
{
StartCoroutine(pause ());
}
IEnumerator pause()
{
yield return new WaitForSeconds(1);
if (cardState == 0)
{
GetComponent<Image>().sprite = back;
}
else if (cardState == 1)
{
GetComponent<Image>().sprite = face;
}
}
}
感谢您的阅读,如果有帮助,我会发布一个指向 github 存储库的链接.github 存储库
Thank you for reading, I will post a link to the github repository if that helps. github repository
推荐答案
你的套牌数组中至少有一张卡片,其中 _setUp
设置为 true
这将使它进入一个无限循环.
Your deck array has at least one card in it that has _setUp
set to true
which would make it go in a infinite loop.
它进入无限循环的原因是因为它将所有可用的 _setUp
设置为 true
并且它会继续寻找 _setUp
设置为 false
并且永远找不到.
The reason it goes in a infinite loop is because it will have set all available _setUp
to true
and it would keep looking for _setUp
that are set to false
and it will never find any.
您需要至少 26 个具有 _setUp
到 false
的对象的原因是因为在嵌套的 for 循环中,您循环了 13 次,然后您执行了两次,这给出了总共26个循环.所以你至少需要 26 个对象.
The reason you need at least 26 object that have _setUp
to false
is because in the nested for loop you loop 13 times and then you do that twice which gives a total of 26 loops. So you need at least 26 objects.
为了确保它们都是false
,你可以做的是在进入for循环之前将它们全部设置为false
What you can do to make sure that they're all false
is to set them all to false
before entering the for loop
for(int i = 0; i < deck.Length; i++)
{
deck[i].GetComponent<Card>().SetUp = false;
}
这篇关于Unity 在播放时崩溃,很可能是无限的 While 循环,但找不到问题的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持编程学习网!
本文标题为:Unity 在播放时崩溃,很可能是无限的 While 循环,但找不到问题
基础教程推荐
- 将 Office 安装到 Windows 容器 (servercore:ltsc2019) 失败,错误代码为 17002 2022-01-01
- 如何激活MC67中的红灯 2022-01-01
- 如何在 IDE 中获取 Xamarin Studio C# 输出? 2022-01-01
- MS Visual Studio .NET 的替代品 2022-01-01
- 有没有办法忽略 2GB 文件上传的 maxRequestLength 限制? 2022-01-01
- rabbitmq 的 REST API 2022-01-01
- SSE 浮点算术是否可重现? 2022-01-01
- 为什么Flurl.Http DownloadFileAsync/Http客户端GetAsync需要 2022-09-30
- 将 XML 转换为通用列表 2022-01-01
- c# Math.Sqrt 实现 2022-01-01