【发布时间】:2016-10-14 18:50:15
【问题描述】:
在我的 2D Unity 项目中,我的玩家并不总是在按下“跳转”按钮时跳转。我落地的那一秒他没有跳,但是在“接地”一秒后他可以再次跳。这个问题可能是什么?
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class player : MonoBehaviour {
private static player instance;
public static player Instance
{
get
{
if (instance == null)
{
instance = GameObject.FindObjectOfType<player>();
}
return instance;
}
}
private Animator myAnimator;
[SerializeField]
public static float movementSpeed;
private bool facingRight = true;
[SerializeField]
private Transform[] groundPoints;
[SerializeField]
private float groundRadius;
[SerializeField]
private LayerMask whatIsGround;
[SerializeField]
private bool airControl;
[SerializeField]
private float jumpForce;
public bool canMove;
public AudioClip jump001;
public AudioClip jump002;
private float direction;
private bool move;
private float btnHorizontal;
public Rigidbody2D MyRigidbody { get; set; }
public bool Attack { get; set; }
public bool Jump { get; set; }
public bool OnGround { get; set; }
// Use this for initialization
void Start() {
facingRight = true;
MyRigidbody = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
}
void Update()
{
HandleInput();
}
// Update is called once per frame
void FixedUpdate()
{
OnGround = IsGrounded();
float horizontal = Input.GetAxis("Horizontal");
if (move)
{
this.btnHorizontal = Mathf.Lerp(btnHorizontal, direction, Time.deltaTime * 5);
HandleMovement(btnHorizontal);
Flip(direction);
}
else
{
HandleMovement(horizontal);
Flip(horizontal);
}
if (!canMove)
{
GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);
myAnimator.SetFloat("speed", 0);
return;
}
HandleLayers();
}
private void HandleMovement(float horizontal)
{
if (MyRigidbody.velocity.y < 0)
{
myAnimator.SetBool("land", true);
}
if (!Attack && (OnGround || airControl))
{
MyRigidbody.velocity = new Vector2(horizontal * movementSpeed, MyRigidbody.velocity.y);
}
if (Jump && MyRigidbody.velocity.y == 0)
{
SoundManager.instance.RandomizeSfx(jump001, jump002);
MyRigidbody.AddForce(new Vector2(0, jumpForce));
}
myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
}
private void HandleInput()
{
if (canMove)
{
//Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W) ||
if (Input.GetButtonDown("Jump"))
{
myAnimator.SetTrigger("jump");
}
if (Input.GetKeyDown(KeyCode.Z) || Input.GetButton("Fight") && OnGround && !Jump)
{
myAnimator.SetTrigger("attack");
}
}
}
private void Flip(float horizontal)
{
if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight && canMove)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
private bool IsGrounded()
{
{
}
if (MyRigidbody.velocity.y <= 0)
{
foreach (Transform point in groundPoints)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
return true;
}
}
}
}
return false;
}
private void HandleLayers()
{
if (!OnGround)
{
myAnimator.SetLayerWeight(1, 1);
}
else
{
myAnimator.SetLayerWeight(1, 0);
}
}
//TouchKnappar
public void BtnJump()
{
if (canMove)
{
myAnimator.SetTrigger("jump");
Jump = true;
}
}
public void BtnAttack()
{
myAnimator.SetTrigger("attack");
Attack = true;
}
public void BtnMove(float direction)
{
this.direction = direction;
this.move = true;
}
public void BtnStopMove()
{
this.direction = 0;
this.btnHorizontal = 0;
this.move = false;
}
public void BtnStopJump()
{
Jump = false;
}
}
【问题讨论】:
-
你的角色落地时是否有短暂的弹跳,导致检查
MyRigidbody.velocity.y <= 0失败?尝试使用Debug.Log()来验证这一点。 -
我猜velocity.y在地面上时有点偏离0,需要几秒钟才能完全变为0。velocity.y甚至可能是负数.所以也许将 (Jump && MyRigidbody.velocity.y == 0) 更改为 (Jump && MyRigidbody.velocity.y >= 0) 可能会起作用。但是,老实说,整个代码都应该重新编写......
-
好的,谢谢,我会调查的。这是我的第一场比赛,我在 youtube 上关注了一个人,并自己做了一些改变。我不完全理解整个代码。
-
@Serlite,是的,我也在想同样的事情。 Marcus Lönnqvist 尝试使用断点检查它何时真正达到这些特定条件。
-
我可以看到角色有点弹跳,这可能会导致问题。有什么办法可以解决吗?
标签: c# unity3d unity5 unity3d-2dtools