【发布时间】:2016-09-20 21:28:35
【问题描述】:
所以标题说明了一切 - 但是我尝试的方法似乎不起作用,我不知道为什么。
public static IEnumerator RetrieveCharacterData(string userid, Action<string> charSelectResponse)
{
WWWForm data = new WWWForm();
data.AddField("userid", userid);
// Send request to server
WWW characterSelectRequest = new WWW(Helper.Constants.kCharacterSelectUrl, data);
float elapsedTime = 0.0f;
while (!characterSelectRequest.isDone)
{
elapsedTime += Time.deltaTime;
Debug.Log(elapsedTime); // This prints in real time the correct data
if (elapsedTime >= Helper.Constants.ConnectionTimeoutInterval)
{
Debug.Log("Server error: Connection has timed out.");
yield return null;
}
}
// This doesn't work - prints out garbage values
Debug.Log(elapsedTime);
if (!characterSelectRequest.isDone || !string.IsNullOrEmpty(characterSelectRequest.error))
{
charSelectResponse.Invoke(null);
yield break;
}
charSelectResponse.Invoke(characterSelectRequest.text);
}
- 所以经过一些编辑后,这让我最接近我想要的 - 但是当我尝试获取实际的 elapsedTime 时,它会打印出垃圾值。
【问题讨论】:
标签: c# unity3d client-server