Unity 报错 之 InvalidOperationException: out of sync

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Unity 报错 之 InvalidOperationException: out of sync

报错原文:

InvalidOperationException: out of sync
System.Collections.Generic.Dictionary2+Enumerator[System.Int32,UnityEngine.Transform].VerifyState () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:912) System.Collections.Generic.Dictionary2+Enumerator[System.Int32,UnityEngine.Transform].MoveNext () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:278)
System.Collections.Generic.Dictionary`2+KeyCollection+Enumerator[System.Int32,UnityEngine.Transform].MoveNext () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:1028)
BigHandCard+c__Iterator6.MoveNext () (at Assets/Scripts/Public/HandCards.cs:781)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)


在网上查了下是在迭代器中直接修改引起的。c#是不允许你在迭代器中直接修改。

大概是这个意思【这是个错误示范】
	public void ShowMyCard(int[] card)
    {
        if (myCardsDic.Count > 0)
        {
            foreach (int k in myCardsDic.Keys)
            {
				   if(满足一个条件)
                   {
                        //删除或者修改此元素
	        			//myCardsDic.Remove(k);
	   			   }
            }
        }
    }
若有这样的需求,应该这样写,【大致逻辑:遍历字典存储满足条件的元素,然后操作你刚存储的元素】
    public void ShowMyCard(int[] card)
    {
        if (myCardsDic.Count > 0)
        {
            List<int> myCardsList = new List<int>();
            foreach (int k in myCardsDic.Keys)
            {
	               if(满足一个条件)
                   {
                        //保存这个元素
	                    myCardsList.Add(myCardsDic[k]);
	               }
            }
           foreach (int item in myCardsList)
            {
	   			//做你要做的事情
            }
        }
    }

而我遇到的问题,和上面的问题不太一样

我的问题:是在遍历字典的时候使用了协程,然后有其他的情况下调用了这个字典,从而导致了上面的这个错误的产生,报错代码大致如下:

    public IEnumerator ShowMyCard(int[] card)
    {
        if (myCardsDic.Count > 0)
        {
            foreach (int k in myCardsDic.Keys)
            {
                float x = myCardsDic[k].localScale.x;
                myCardsDic[k].DOScaleX(0, 0.02f).OnComplete(() =>
                {
                     myCardsDic[k].DOScaleX(x, 0.02f);
                });
                yield return new WaitForFixedUpdate();
            }
        }
    }

我遇到问题的解决办法:在使用过程中不使用协程的方式去操作,发现效果也还不错,修改代码如下:

    public void ShowMyCard(int[] card)
    {
        if (myCardsDic.Count > 0)
        {
            foreach (int k in myCardsDic.Keys)
            {
                float x = myCardsDic[k].localScale.x;
                myCardsDic[k].DOScaleX(0, 0.02f).OnComplete(() =>
                {
                     myCardsDic[k].DOScaleX(x, 0.02f);
                });
            }
        }
    }

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转载自blog.csdn.net/Czhenya/article/details/101803955