所以我有这个代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CreateTrail : MonoBehaviour {
Vector3 lastLocation;
int traveled;
public GameObject obj;
Quaternion lastQuaternion;
bool on;
// Use this for initialization
void Start () {
lastLocation = transform.position;
lastQuaternion = transform.rotation;
}
// Update is called once per frame
void Update () {
if (on)
{
if (Vector3.Distance(lastLocation, transform.position) > .1)
{
Instantiate(obj, lastLocation, lastQuaternion);
lastLocation = transform.position;
lastQuaternion = transform.rotation;
}
}
if (Input.GetKeyDown(KeyCode.Space))
{
if (on)
{
on = false;
}
else
{
lastLocation = transform.position;
lastQuaternion = transform.rotation;
on = true;
}
}
}
}
它在它所连接的对象后面创建一串对象,但通常将带有脚本的对象和在彼此内部创建的对象一起创建。有没有办法在对象不在彼此内部时延迟或排队对象实例化,而不会中断脚本的其余部分?谢谢!
慕妹3146593
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