【发布时间】:2020-10-23 23:39:47
【问题描述】:
我正在使用 Unity 制作 2D 平台游戏。我希望我的游戏同时支持键盘和游戏手柄,因此我使用了新的输入系统和玩家输入组件。我的问题是当我按下跳跃按钮时,玩家没有正确跳跃。事实上,它在游戏开始时会跳跃,但之后它就不能再跳跃了,只是在低高度向上移动。我将游戏窗口最小化并按下播放键,发现第一次跳跃后,jumpForce值自动从300变为1。我想知道为什么会出现这种情况以及如何解决。提前致谢。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour, PlayerInputActions.IPlayerActions
{
private PlayerInputActions controls;
private Rigidbody2D rb;
private Animator anim;
private bool facingRight = true;
private Vector2 moveInput;
[SerializeField] private float jumpForce;
float JumpPressedRemember = 0;
[SerializeField] float JumpPressedRememberTime = 0.2f;
float GroundedRemember = 0;
[SerializeField] float GroundedRememberTime = 0.25f;
[SerializeField] float HorizontalAcceleration = 1;
[SerializeField] [Range(0, 1)] float HorizontalDampingBasic = 0.5f;
[SerializeField] [Range(0, 1)] float HorizontalDampingWhenStopping = 0.5f;
[SerializeField] [Range(0, 1)] float HorizontalDampingWhenTurning = 0.5f;
[SerializeField] [Range(0, 1)] float JumpHeight = 0.5f;
private void Awake()
{
controls = new PlayerInputActions();
controls.Player.SetCallbacks(this);
}
void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
void PlayerInputActions.IPlayerActions.OnMove(InputAction.CallbackContext context)
{
moveInput = context.ReadValue<Vector2>();
}
void PlayerInputActions.IPlayerActions.OnJump(InputAction.CallbackContext context)
{
jumpForce = context.ReadValue<float>();
switch (context.phase)
{
case InputActionPhase.Performed:
this.Jump();
break;
}
}
void PlayerInputActions.IPlayerActions.OnShoot(InputAction.CallbackContext context)
{
}
public void Jump()
{
rb.AddForce(Vector2.up * this.jumpForce, ForceMode2D.Force) ;
}
void FixedUpdate()
{
if(facingRight == false && moveInput.x > 0){
Flip();
}else if (facingRight == true && moveInput.x < 0){
Flip();
}
}
void Flip(){
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
void OnEnable()
{
controls.Enable();
}
void OnDisable()
{
controls.Disable();
}
void Update()
{
Vector2 GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
Vector2 GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
bool Grounded = Physics2D.OverlapBox(GroundedBoxCheckPosition, transform.localScale, 0);
GroundedRemember -= Time.deltaTime;
if (Grounded)
{
GroundedRemember = GroundedRememberTime;
}
JumpPressedRemember -= Time.deltaTime;
if (controls.Player.Jump.triggered)
{
JumpPressedRemember = JumpPressedRememberTime;
}
if (controls.Player.Jump.triggered)
{
if (rb.velocity.y > 0)
{
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * JumpHeight);
}
}
if ((JumpPressedRemember > 0) && (GroundedRemember > 0))
{
JumpPressedRemember = 0;
GroundedRemember = 0;
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
}
float HorizontalVelocity = rb.velocity.x;
HorizontalVelocity += moveInput.x;
if (Mathf.Abs(moveInput.x) < 0.01f)
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenStopping, Time.deltaTime * 10f);
else if (Mathf.Sign(moveInput.x) != Mathf.Sign(HorizontalVelocity))
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenTurning, Time.deltaTime * 10f);
else
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingBasic, Time.deltaTime * 10f);
rb.velocity = new Vector2(HorizontalVelocity, rb.velocity.y);
}
}
【问题讨论】:
-
我假设您的意思是
jumpForce正在改变。您正在读取的值是否有可能在 0 和 1 之间标准化?您可以尝试将跳跃力设为常数并将其乘以该值。 -
是的,我的意思是 jumpForce。您能否更具体一点或在代码中显示?