【发布时间】:2017-08-30 04:03:18
【问题描述】:
我正在制作一个 2d 游戏。我的问题是,在玩的时候,如果玩家保持跳跃并且在 BoxCollider2D 下,玩家在释放跳跃之前不会跌倒。
我的玩家游戏对象由一个 sprite 渲染器、一个带有重力的动态刚体 2d 和一个 boxcollider2d 组成。
这是我的动作脚本:
1:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JumpScript : MonoBehaviour {
[Range(1, 10)]
public float jumpVelocity;
[Range(0,10)]
public float speed;
private bool jumpQueue = false;
private bool boolin=false;
void Update()
{
//Friggin fall, loser
//Jumping
///*
if (Input.GetButton("Jump")&& GetComponent<Rigidbody2D> ().velocity.y==0)
{
GetComponent<Rigidbody2D>().velocity = Vector2.up * jumpVelocity;
}
//*/
//jumpQueue?
/*
if(Input.GetButtonDown("Jump"))
{
jumpQueue = true;
}*/
//Right Movement
if (Input.GetKey(KeyCode.D))
{
GetComponent<Rigidbody2D>().velocity = new Vector2(1*speed, GetComponent<Rigidbody2D>().velocity.y);
boolin = true;
}
if(Input.GetKeyUp(KeyCode.D))
{
GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);
boolin = false;
}
//Left Movement
if (Input.GetKey(KeyCode.A))
{
GetComponent<Rigidbody2D>().velocity = new Vector2(-1*speed, GetComponent<Rigidbody2D>().velocity.y);
boolin = true;
}
if (Input.GetKeyUp(KeyCode.A))
{
GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);
boolin = false;
}
//No movement?
if (Input.GetKey(KeyCode.D) && Input.GetKey(KeyCode.A))
{
GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);
boolin = false;
}
//Time to handle animation, boios.
Rigidbody2D rb = GetComponent<Rigidbody2D>();
bool schwomp = false;
bool schwift = false;
if(rb.velocity.y>0)
{
schwomp = true;
}
if(rb.velocity.y<0)
{
schwift = true;
}
Animator anim = GetComponent<Animator>();
if (boolin)
{
anim.SetInteger("Boolin", 1);
/*if (!anim.GetBool("expand"))
{
anim.SetBool("expand", true);
anim.Play("running");
}*/
}
else
{
anim.SetInteger("Boolin", 0);
/*
if(anim.GetBool("expand"))
{
anim.SetBool("expand", false);
anim.Play("Idle");
}*/
}
if(schwomp)
{
//anim.SetInteger("Boolin", 2);
}
if(schwift)
{
//anim.SetInteger("Boolin", 3);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
公共类 BetterJumper : MonoBehaviour {
public float fallMultiplier = 2.5f;
public float lowJumpMultiplier = 2f;
Rigidbody2D rb;
void Awake()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
if(rb.velocity.y<0)
{
rb.velocity += Vector2.up*Physics2D.gravity.y*(fallMultiplier-1)*Time.deltaTime;
}
else if(rb.velocity.y>0&&!Input.GetButton("Jump"))
{
rb.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime;
}
}
}
非常感谢您!
【问题讨论】:
-
请花点时间正确格式化您的代码。
-
您写出了问题所在,但没有提供预期的结果......