c#-等待MoveTo操作完成的正确方法是什么?

我使用CocosSharp创建了一个本质上是糖果迷恋的应用程序,这是我第一次真正使用的东西,与C#和Xamarin相同.为了执行动画,我使用了提供的MoveTo方法,但是我不确定在继续执行代码之前应该如何等待动画完成.目前,我正在使用await Task.Delay()结合while循环来完成此操作,但是这种“感觉”并看起来“肮脏”.我想知道等待动画完成的正确方法是什么?

这是我编写的一些代码:

//  Checks to see if a swap is possible, if it is then it will do so
    //  otherwise it will call for a failed swap animation
    public async void trySwap(int horzDelta, int vertDelta, int fromRow, int fromCol)
    {
        //debugLabel.Text = "checking to see if a swap is possible.";
        int toRow = fromRow + vertDelta;
        int toCol = fromCol + horzDelta;

        //  Make sure that the user didn't swipe out of the grid as there isn't any candies to swap with out there
        if (toRow < 0 || toRow >= gridRows)
        {
            return;
        }
        if (toCol < 0 || toCol >= gridColumns)
        {
            return;
        }

        candy toCandy = candyAt(toRow, toCol);
        candy fromCandy = candyAt(fromRow, fromCol);
        //debugLabel.Text = "Switching candy at [" + fromRow + ", " + fromCol + "] with candy at [" + toRow + ", " + toCol + "].";

        Swap swap = new Swap();
        swap.candyA = fromCandy;
        swap.candyB = toCandy;

        if (isSwapPossible(swap))
        {
            // Swap them
            animateSwap(swap);
            await Task.Delay(300);  // Wait for the swap animation to finish before continuing
            dropped = false;    // Sets dropped to false, it will be used to check if the game finished dropping all of the candies
            filledAgain = false;
            finishedRemoving = false;
            do
            {
                //  My reason to add the while loops with the awaits is that the App seems to come back to this do while even before the
                //  the method completely finish running. I'm guessing that awaits in the methods is forcing the App to continue running while it's awaiting
                //  to continue within the method. It's possible that the called methods are running on a separate threads from the thread that is running this
                //  method, so while those threads are put on hold, the App jumps back to this thread. After putting in while loops the app does seems to work like
                //  I want it to so I'm probably on the right track, thought there must be a better way to accomplish as the current way looks ugly.

                removeMatches();        // Remove the matches
                while (!finishedRemoving)
                {
                    await Task.Delay(50);
                }
                dropCandies();          // Move the candies down
                while (!dropped)        // As long as the dropCandies method isn't finished it will keep adding an await
                {
                    await Task.Delay(50);
                }
                fillUpColumns();        // Fill the grid back up
                while (!filledAgain)
                {
                    await Task.Delay(50);
                }
                detectPossibleSwap();   // Need to update the list of possible swaps
                await Task.Delay(300);
            }
            while (deleteChains.Count != 0);
            decrementMoves();

            // In the case that grid ends up with no possible swaps, we need to refill the grid new candies
            if (possibleSwaps.Count == 0 && movesLeft != 0)
            {
                reshuffle();
                while (!doneShuffling)
                {
                    await Task.Delay(50);
                }
            }
        }
        else
        {
            //  failedSwapAnimation only needs to run if there's valid candies
            if (swap.candyA != null && swap.candyB != null)
            {
                //  Swap is not possible so run the failed swap animation
                failedSwapAnimation(swap);
                //  Waiting to make sure the animation has been completed
                await Task.Delay(300);
            }
            else
            {
                //  The method enables the user interaction again and returns the call point without any type of animation
                //  as the user tried to do a swap with an empty location
                enableListeners();
                return;
            }
        }
        //  Turn user interaction back on as all of the matches were removed and the grid filled back up
        if (movesLeft != 0)
        {
            enableListeners();
        }
    }

这是实际调用MoveTo方法的方法:

//  Visually animates the swap using the CCMoveTo function provided by CocosSharp,
    //  also updates the grid location of the candies
    private void animateSwap(Swap swap)
    {
        const float timeToTake = 0.3f; // in seconds
        CCFiniteTimeAction coreAction = null;

        //  Store the positions of the candies to be used to swap them
        CCPoint positionA = new CCPoint(swap.candyA.Position);
        CCPoint positionB = new CCPoint(swap.candyB.Position);

        //  Animate the swapping of the candies
        coreAction = new CCMoveTo(timeToTake, positionB);
        swap.candyA.AddAction(coreAction);
        coreAction = new CCMoveTo(timeToTake, positionA);
        swap.candyB.AddAction(coreAction);

        //  Update the row and column positions for each candy
        swap.candyA.setPosition(convertYToRow(positionB.Y), convertXToColumn(positionB.X));
        swap.candyB.setPosition(convertYToRow(positionA.Y), convertXToColumn(positionA.X));

        //  Update the position of the candies within the grid
        grid[swap.candyA.getRow(), swap.candyA.getColumn()] = swap.candyA;
        grid[swap.candyB.getRow(), swap.candyB.getColumn()] = swap.candyB;
    }

    //  Animation for a failed swap
    private async void failedSwapAnimation(Swap swap)
    {
        const float timeToTake = 0.1f; // in seconds
        CCFiniteTimeAction coreAction = null;
        CCFiniteTimeAction secondAction = null;

        //  Store the positions of the candies to be used to swap them
        CCPoint positionA = new CCPoint(swap.candyA.Position);
        CCPoint positionB = new CCPoint(swap.candyB.Position);

        //  Animate moving the candies back and forth
        coreAction = new CCMoveTo(timeToTake, positionB);
        secondAction = new CCMoveTo(timeToTake, positionA);
        swap.candyA.RunActions(coreAction, secondAction);
        coreAction = new CCMoveTo(timeToTake, positionA);
        secondAction = new CCMoveTo(timeToTake, positionB);
        swap.candyB.RunActions(coreAction, secondAction);

        //  Wait for the animation to complete before moving on
        await Task.Delay(300);
    }

    //  Method to find all chains in the grid 
    private void removeMatches()
    {
        List<Chain> horizontalChains = detectHorizontalMatches();
        List<Chain> verticalChains = detectVerticalMatches();

        // Logic to remove the candies from the grid goes here, possibly call a method that takes the list of chains to work with
        // Don't forget that candies have to be removed from the grid and then afterwards the sprites need to be removed from the screen separately
        // which can be handle by another method
        foreach (Chain item in verticalChains)
        {
            horizontalChains.Add(item);
        }
        deleteChains = horizontalChains;
        removeCandies(horizontalChains);
    }

    //  Remove the candy objects from the screen and the grid
    private async void removeCandies(List<Chain> chains)
    {
        if (finishedRemoving != false)
        {
            finishedRemoving = false;
        }

        foreach (Chain chain in chains)
        {
            foreach (candy candy in chain.candies)
            {
                //  Remove the candy from the grid
                grid[candy.getRow(), candy.getColumn()] = null;
                CCSprite removeCandy = candy.getSprite();
                if (removeCandy != null)
                {
                    const float timeToTake = 0.3f; // in seconds
                    CCFiniteTimeAction coreAction = null;
                    CCAction easing = null;

                    coreAction = new CCScaleTo(timeToTake, 0.3f);
                    easing = new CCEaseOut(coreAction, 0.1f);
                    removeCandy.RunAction(coreAction);

                    await Task.Delay(50);   // Wait for the scaling animation to show a bit before continuing on to remove the candy
                    //pointGone = false;
                    //pointLabel(candy.getRow(), candy.getColumn());
                    //while (!pointGone)
                    //{
                    //    await Task.Delay(1);
                    //}
                    removeCandy.RemoveFromParent(); // This should remove the candy from the screen
                    handlePoints();
                }
            }
            //  Wait for all of the candies to be removed before moving on to the next chain in the list of chains
            await Task.Delay(300);
        }
        //  Since the method is finished removing all of chains, needed to set the finishedRemoving bool variable to true
        //  so the calling method can get out of it's await loop
        finishedRemoving = true;
    }

    //  Drops the candies down 
    private async void dropCandies()
    {
        // Makes sure that dropped bool variable is set false before continuing
        if (dropped != false)
        {
            dropped = false;
        }
        for (int col = 0; col < gridColumns; col++)
        {
            for (int row = 8; row > 0; row--)
            {
                if (level.tiles[row, col] == 1)
                {
                    candy Candy = candyAt(row, col);
                    if (Candy == null)
                    {
                        // Find which row number to drop the candy from
                        int tempRow = row - 1;
                        while (tempRow >= 0 && grid[tempRow, col] == null)
                        {
                            tempRow--;
                        }
                        //  Only runs if there's a row that has a candy in it
                        if (tempRow >= 0)
                        {
                            CCPoint position = new CCPoint(70 + (62 * col), 810 - (70 * row));
                            Candy = candyAt(tempRow, col);
                            Candy.AddAction(new CCEaseOut(new CCMoveTo(0.3f, position), 0.3f));
                            Candy.setPosition(row, col);    // Update the row and column of the candy
                            grid[row, col] = Candy;             // Update the position of the candy within the grid
                            grid[tempRow, col] = null;
                            //  Wait for the candy to drop before moving to on the next candy
                            await Task.Delay(50);
                        }
                    }
                }
            }
        }

        // Since the method should have gone through the entire grid and finished dropping the candies
        // need to set dropped to true so the calling method can get out of the await loop
        dropped = true;
    }

    //  Fill the holes at the top of the of each column
    private void fillUpColumns()
    {
        int candyType = 0;
        if (filledAgain != false)
        {
            filledAgain = false;
        }
        for (int col = 0; col < gridColumns; col++)
        {
            //  Starting at the top and working downwards, add a new candy where it's needed
            for (int row = 0; row < gridRows && grid[row, col] == null; row++)
            {
                if (level.tiles[row, col] == 1)
                {
                    int newCandyType = 0;
                    //  Have to first create a new candy outside of the while loop or otherwise the IDE won't let me use the variable newCandy
                    //  as it will be seen as using an unassigned variable, even though it will be assigned a new candy in the while loop
                    candy newCandy = new candy(rand, row, col);
                    newCandyType = newCandy.getType();
                    //  Make sure that each candy that is being added isn't the same as the one that was added previously
                    while (newCandyType == candyType)
                    {
                        newCandy = new candy(rand, row, col);
                        newCandyType = newCandy.getType();
                    }
                    candyType = newCandyType;
                    grid[row, col] = newCandy;

                    // Once all of the candy is created to fill the grid back up
                    // Use an animation to add it to the screen
                    animateAddingNewCandies(row, col);
                }
            }
        }
        //  Since the entire grid was filled back up with candies, need to set the filledAgain bool variable to true
        //  so the calling method can get out the await loop
        filledAgain = true;
    }

对于那些希望查看完整代码以更好地理解问题的人,我可以在此处发布github链接.我现在不包括它,因为我不确定是否真正允许这样做.对某些评论感到抱歉,因为其中一些只是我当时写下的想法.

解决方法:

我将使用CCMoveTo和CCCallFunc的序列

var moveAction = new CCMoveTo(1.0f, someplace);
var moveCompletedAction = new CCCallFunc(this.FunctionToCallWhenMoveIsComplete);
CCSequence mySequence = new CCSequence(moveAction, moveCompletedAction);
mysprite.RunAction(mySequence);


....

void FunctionToCallWhenMoveIsComplete ()
{
    // run your post move code here
}
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