如何随机化两个浮点之间的计时器持续时间

时间:2019-07-09 21:49:19

标签: c# unity3d clone instantiation

当前,此代码仅以1浮点数(即1秒或以下)生成我的预制件。我想在最小浮动数和最大浮动数之间生成我的预制件,但不确定该怎么做,因为我是新手,还在学习c#和unity。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Spawn : MonoBehaviour
{

    [SerializeField]
    public GameObject coin;

    [SerializeField]
    float fTimeIntervals;

    [SerializeField]
    Vector2 v2SpawnPosJitter;

    float fTimer = 0;

    public CurrencyManager cm;


    // Start is called before the first frame update
    void Start()
    {
        fTimer = fTimeIntervals;

    }

    // Update is called once per frame
    void Update()
    {

        fTimer -= Time.deltaTime;
        if (fTimer <= 0)
        {
            fTimer = fTimeIntervals;
            Vector2 v2SpawnPos = transform.position;
            v2SpawnPos += Vector2.right * v2SpawnPosJitter.x * (Random.value - 0.5f);
            v2SpawnPos += Vector2.up * v2SpawnPosJitter.y * (Random.value - 0.5f);
            GameObject cmscript = Instantiate(coin, v2SpawnPos, Quaternion.identity, GameObject.FindGameObjectWithTag("Canvas").transform);
            cmscript.GetComponent<AutoDestroy>().CM = cm;
        }
    }


}

2 个答案:

答案 0 :(得分:0)

不是很了解您的意思,您是说计时器吗? 如果要在最小值/最大值之间使用随机数,请使用random.range https://docs.unity3d.com/ScriptReference/Random.Range.html

答案 1 :(得分:0)

将您的22字段拆分为fTimeIntervals字段和fMaxTimeInterval字段,然后在重置计时器时使用Random.Range,以将其设置为这些间隔之间的值。您甚至可以在fMinTimeIntervalResetTimer中使用Start方法来执行此操作,因此,如果您更改操作方式,则只需在一个地方进行更改即可。

Update