【发布时间】:2020-10-09 13:21:31
【问题描述】:
我正在制作一个基本的平台游戏,这只是基础,当我注意到如果我在墙上按下移动键时,我会坚持下去。有没有办法来解决这个问题?是我的代码、Unity 编辑器中的设置有问题,还是两者都有问题?
这是代码(我是新开发人员,所以可能真的很糟糕):
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
//config params
[SerializeField] public float moveSpeed;
[SerializeField] public float jumpForce;
[SerializeField] private bool usingJoystick;
[SerializeField] private int maxJumps;
[SerializeField] private float xDrag;
//control vars
private float moveInput;
private int jumpsAvailable;
//components
private Rigidbody2D myRigBody;
void Start()
{
myRigBody = GetComponent<Rigidbody2D>();
}
void Update()
{
if (usingJoystick)
{
moveInput = Input.GetAxis("Horizontal");
myRigBody.velocity = new Vector2(moveInput * moveSpeed, myRigBody.velocity.y);
}
else
{
HorMoveKeyDown();
JumpKeyDown();
}
HorDrag();
}
private void HorDrag()
{
if (!(Input.GetKey("a") || Input.GetKey("d")))
{
if (myRigBody.velocity.x >= -0.1f && myRigBody.velocity.x <= 0.1f)
{
myRigBody.velocity = new Vector2(0f, myRigBody.velocity.y);
}
if (myRigBody.velocity.x < 0)
{
myRigBody.velocity = new Vector2(myRigBody.velocity.x + xDrag, myRigBody.velocity.y);
}
else if (myRigBody.velocity.x > 0)
{
myRigBody.velocity = new Vector2(myRigBody.velocity.x - xDrag, myRigBody.velocity.y);
}
}
}
private void JumpKeyDown()
{
if (Input.GetKeyDown("space"))
{
if (jumpsAvailable > 0)
{
myRigBody.velocity = new Vector2(myRigBody.velocity.x, jumpForce);
}
}
}
private void HorMoveKeyDown()
{
if (Input.GetKey("a"))
{
myRigBody.velocity = new Vector2(-moveSpeed, myRigBody.velocity.y);
}
else if (Input.GetKey("d"))
{
myRigBody.velocity = new Vector2(moveSpeed, myRigBody.velocity.y);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
jumpsAvailable = maxJumps;
}
private void OnCollisionExit2D(Collision2D collision)
{
jumpsAvailable--;
}
}
【问题讨论】:
-
您的碰撞检测是离散的还是连续的?您的播放器移动速度是否超快?
-
请确保使用正确的标签。您的代码在
c#...unityscript中是/曾经是一种 JavaScript 风格,类似于 Unity 以前使用的自定义语言,现在早已弃用
标签: c# unity3d game-physics