While loop freezes game in Unity3D

2020-02-07 12:56发布

问题:

I've always struggled with while loops because they barely ever work for me. They always cause my Unity3D application to freeze, but in this instance I really need it to work:

bool gameOver = false;
bool spawned = false;
float timer = 4f;

void Update () 
{
    while (!gameOver)
    {
        if (!spawned)
        {
            //Do something
        }
        else if (timer >= 2.0f)
        {
            //Do something else
        }
        else
        {
            timer += Time.deltaTime;
        }
    }
}

Ideally, I want those if statements to run as the game runs. Right now it crashes the program and I know it's the while loop which is the problem because it freezes anytime I uncomment it out.

回答1:

Update() is called every frame, so you should not use a while loop in it except in exceptional circumstances. This is because the game screen freezes until the loop is exited.

Further reading: https://docs.unity3d.com/Manual/ExecutionOrder.html

Instead, either use a coroutine as @Programmer has done, or use an if/switch statement instead, with a boolean check.

i.e.

bool gameOverActionDone = false;
void Update () 
{
    if (!gameOver && !gameOverActionDone)
    {
        if (!spawned)
        {
            //Do something
            gameOverActionDone = true;
        }
        else if (timer >= 2.0f)
        {
            //Do something else
            gameOverActionDone = true;
        }
        else
        {
            timer += Time.deltaTime; //either keep this here, or move it out if the if condition entirely
        }
    }
}


回答2:

If you want to use a variable to control a while loop and wait in that while loop then do it in a coroutine function and yield after each wait. If you don't yield, it will wait too much and Unity will freeze. On mobile devices like iOS, it would crash.

void Start()
{
    StartCoroutine(sequenceCode());
}

IEnumerator sequenceCode()
{
    while (!gameOver)
    {
        if (!spawned)
        {
            //Do something
        }
        else if (timer >= 2.0f)
        {
            //Do something else
        }
        else
        {
            timer += Time.deltaTime;
        }

        //Wait for a frame to give Unity and other scripts chance to run
        yield return null;
    }
}