如上图所示,在控制台上,前3个输出是
BLUE
但我的例句前五个是不同的
就这些了
蓝色
前言。
到目前为止,我的代码是:
for(int col = 0; col < table.GetLength(0); col++){
GameObject p = Instantiate(prefab_bigeye_gameobject) as GameObject;
p.transform.SetParent (pos_big_eye_road);
p.transform.localScale = Vector3.one;
img = (RawImage)p.GetComponent<RawImage> ();
for(int row = 0; row < table.GetLength(1); row++){
if(table[moveCol, moveRow] == null){
col0 = table[colIndex1, row];
col1 = table[colIndex2, row];
if(col0 != null)
{
sum1+=1;
}
if(col1 != null)
{
sum2+=1;
}
counter++;
}
else
{
if(counter == 0){
data1 = table[firstTableCol,firstTableRow];
data2 = table[secondTableCol,secondTableRow];
data3 = table[thirdTableCol,thirdTableRow];
data4 = table[fourthTableCol,fourthTableRow];
}
else{
if(moveRow > 1){
firstTableRow++;
secondTableRow++;
thirdTableRow++;
fourthTableRow++;
}else{
firstTableCol++;
secondTableCol++;
thirdTableCol++;
fourthTableCol++;
}
data1 = table[firstTableCol,firstTableRow];
data2 = table[secondTableCol,secondTableRow];
data3 = table[thirdTableCol,thirdTableRow];
data4 = table[fourthTableCol,fourthTableRow];
}
if(data1 != null && data2 != null && data3 != null && data4 != null)
{
img.texture = NewTexture[1];
p.SetActive(true);
redcounter++;
print("RED ARE NOW AT:" + redcounter);
}
else
{
img.texture = NewTexture[0];
p.SetActive(true);
bluecounter++;
print("BLUE ARE NOW AT:" + bluecounter);
}
if(moveRow + 1 < table.GetLength(1)){
moveRow++;
}
}
}
if(sum1 == sum2)
{
img.texture = NewTexture[1];
p.SetActive(true);
redcounter++;
print("RED ARE NOW AT:" + redcounter);
}
else
{
img.texture = NewTexture[0];
p.SetActive(true);
bluecounter++;
print("BLUE ARE NOW AT:" + bluecounter);
}
//reset
sum1 = 0;
sum2 = 0;
if(colIndex1 + 1 < table.GetLength(0) && colIndex2 + 1 < table.GetLength(0))
{
colIndex1++;
colIndex2++;
}
else
{
//nothing to do
}
if(moveCol + 1 < table.GetLength(0))
{
moveCol+=1;
}
if(moveRow + 1 < table.GetLength(1)){
moveRow = 1;
}
}
预期输出必须是
BLUE , BLUE , BLUE, RED, BLUE
但在我的输出上
BLUE, BLUE , BLUE, BLUE, BLUE