【问题标题】:Unity 2D player movementUnity 2D 玩家移动
【发布时间】:2020-04-10 13:28:12
【问题描述】:

我的统一运动在我的电脑上运行,但是当我尝试在我的 android 上玩时,它对我来说根本不动。我确信这可能是我忽略的一个小错误,但我会非常感谢任何帮助!如果有任何帮助,当我尝试运行我的代码时,我没有收到任何错误!我将提供以下代码:

using UnityEngine;
using System.Collections;

//Adding this allows us to access members of the UI namespace including Text.
using UnityEngine.UI;

public class PlayerControler : MonoBehaviour {

    public Text countText;          //Store a reference to the UI Text component which will display the number of pickups collected.
    //public Text winText;          //Store a reference to the UI Text component which will display the 'You win' message.
    private double count;               //Integer to store the number of pickups collected so far.


    //Player movement controls
    private Vector3 touchPosition;  //where your finger touches screen
    private Vector3 direction;      //direction you drag sprite
    private Rigidbody2D rb2d;       //Store a reference to the Rigidbody2D component required to use 2D Physics.
    public float speed = 10f;               //Floating point variable to store the player's movement speed.


    // Use this for initialization
    void Start()
    {
        //Get and store a reference to the Rigidbody2D component so that we can access it.
        rb2d = GetComponent<Rigidbody2D> ();

        //Initialize count to zero.
        count = 0;

        //Initialze winText to a blank string since we haven't won yet at beginning.
        //winText.text = " "; //error here??

        //Call our SetCountText function which will update the text with the current value for count.
        //SetCountText ();
    }

    void Update()
    {
        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);
            touchPosition = Camera.main.ScreenToWorldPoint(touch.position);
            touchPosition.z = 0;
            direction = (touchPosition - transform.position);
            rb2d.velocity = new Vector2(direction.x , direction.y) * speed;

            if(touch.phase == TouchPhase.Ended)
            {
                rb2d.velocity = Vector2.zero;
            }
        }
    }

    //OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
    void OnTriggerEnter2D(Collider2D other) 
    {
        //Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
        if (other.gameObject.CompareTag ("PickUp")) 
        {
            //... then set the other object we just collided with to inactive.
            other.gameObject.SetActive(false);

            //Add one to the current value of our count variable.
            count = count + 1;

            //Update the currently displayed count by calling the SetCountText function.
            //SetCountText ();
        }


    }

【问题讨论】:

    标签: unity3d touch sprite


    【解决方案1】:

    这是我的 2D 玩家运动控制器。

    代码(字符控制器) -

    using UnityEngine;
    using UnityEngine.Events;
    
    public class CharacterController2D : MonoBehaviour
    {
        [SerializeField] private float m_JumpForce = 400f;                          // Amount of force added when the player jumps.
        [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;          // Amount of maxSpeed applied to crouching movement. 1 = 100%
        [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;  // How much to smooth out the movement
        [SerializeField] private bool m_AirControl = false;                         // Whether or not a player can steer while jumping;
        [SerializeField] private LayerMask m_WhatIsGround;                          // A mask determining what is ground to the character
        [SerializeField] private Transform m_GroundCheck;                           // A position marking where to check if the player is grounded.
        [SerializeField] private Transform m_CeilingCheck;                          // A position marking where to check for ceilings
        [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching
    
        const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
        private bool m_Grounded;            // Whether or not the player is grounded.
        const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
        private Rigidbody2D m_Rigidbody2D;
        private bool m_FacingRight = true;  // For determining which way the player is currently facing.
        private Vector3 m_Velocity = Vector3.zero;
    
        [Header("Events")]
        [Space]
    
        public UnityEvent OnLandEvent;
    
        [System.Serializable]
        public class BoolEvent : UnityEvent<bool> { }
    
        public BoolEvent OnCrouchEvent;
        private bool m_wasCrouching = false;
    
        private void Awake()
        {
            m_Rigidbody2D = GetComponent<Rigidbody2D>();
    
            if (OnLandEvent == null)
                OnLandEvent = new UnityEvent();
    
            if (OnCrouchEvent == null)
                OnCrouchEvent = new BoolEvent();
        }
    
        private void FixedUpdate()
        {
            bool wasGrounded = m_Grounded;
            m_Grounded = false;
    
            // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
            // This can be done using layers instead but Sample Assets will not overwrite your project settings.
            Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
            for (int i = 0; i < colliders.Length; i++)
            {
                if (colliders[i].gameObject != gameObject)
                {
                    m_Grounded = true;
                    if (!wasGrounded)
                        OnLandEvent.Invoke();
                }
            }
        }
    
    
        public void Move(float move, bool crouch, bool jump)
        {
            // If crouching, check to see if the character can stand up
            if (!crouch)
            {
                // If the character has a ceiling preventing them from standing up, keep them crouching
                if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
                {
                    crouch = true;
                }
            }
    
            //only control the player if grounded or airControl is turned on
            if (m_Grounded || m_AirControl)
            {
    
                // If crouching
                if (crouch)
                {
                    if (!m_wasCrouching)
                    {
                        m_wasCrouching = true;
                        OnCrouchEvent.Invoke(true);
                    }
    
                    // Reduce the speed by the crouchSpeed multiplier
                    move *= m_CrouchSpeed;
    
                    // Disable one of the colliders when crouching
                    if (m_CrouchDisableCollider != null)
                        m_CrouchDisableCollider.enabled = false;
                }
                else
                {
                    // Enable the collider when not crouching
                    if (m_CrouchDisableCollider != null)
                        m_CrouchDisableCollider.enabled = true;
    
                    if (m_wasCrouching)
                    {
                        m_wasCrouching = false;
                        OnCrouchEvent.Invoke(false);
                    }
                }
    
                // Move the character by finding the target velocity
                Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
                // And then smoothing it out and applying it to the character
                m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
    
                // If the input is moving the player right and the player is facing left...
                if (move > 0 && !m_FacingRight)
                {
                    // ... flip the player.
                    Flip();
                }
                // Otherwise if the input is moving the player left and the player is facing right...
                else if (move < 0 && m_FacingRight)
                {
                    // ... flip the player.
                    Flip();
                }
            }
            // If the player should jump...
            if (m_Grounded && jump)
            {
                // Add a vertical force to the player.
                m_Grounded = false;
                m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
            }
        }
    
    
        private void Flip()
        {
            // Switch the way the player is labelled as facing.
            m_FacingRight = !m_FacingRight;
    
            // Multiply the player's x local scale by -1.
            Vector3 theScale = transform.localScale;
            theScale.x *= -1;
            transform.localScale = theScale;
        }
    }
    

    这是实际的角色移动代码 -

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class PlayerMovement : MonoBehaviour
    {
        public CharacterController2D controller;
    
        public float runSpeed = 40f;
    
        float horizontalMove = 0f;
        bool jump = false;
    
        private void Update()
        {
            horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
    
            if(Input.GetButtonDown("Jump"))
            {
                jump = true;
            }
        }
    
        private void FixedUpdate()
        {
            controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
            jump = false;
        }
    }
    

    【讨论】:

      【解决方案2】:

      也许 android 设备上的移动太小而无法被注意到。尝试将速度乘以增量时间,然后调整速度值以达到您想要的移动速度。

      rb2d.velocity = new Vector2(direction.x , direction.y) * speed * Time.deltaTime;
      

      确保脚本通过 Rigidbody2D 组件附加到游戏对象。此外,如果您的计算机不支持触控,您可以使用鼠标输入在计算机和移动设备上获得相同的结果。

          if (Input.GetMouseButtonUp(0))
          {
              rb2d.velocity = Vector2.zero;
          }
          else if (Input.GetMouseButton(0))
          {
              touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
              touchPosition.z = 0;
              direction = (touchPosition - transform.position);
              rb2d.velocity = new Vector2(direction.x, direction.y) * speed * Time.deltaTime;
          }
      

      此代码也适用于移动设备。

      【讨论】:

        【解决方案3】:

        尝试添加Time.deltaTime 或使用Time.deltaTime 增加力度。

        【讨论】:

        • 嗯。仅代码。可惜。
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