我目前正在尝试在我尝试在项目中实现的这个第一人称角色控制器中实现空中移动。当前,玩家在空中时失去所有运动控制。
我试图在跳跃机制中复制正常的运动控件,但无济于事。对于这个问题的简单性,我深表歉意。在编码方面,我非常新手。
在此先感谢所有阅读此内容的人:)
[SerializeField] private string verticalInputName;
[SerializeField] private float movementSpeed;
private CharacterController charController;
[SerializeField] private AnimationCurve jumpFallOff;
[SerializeField] private float jumpMultiplier;
[SerializeField] private KeyCode jumpKey;
private bool isJumping;
private void Awake()
{
charController = GetComponent<CharacterController>();
}
private void Update()
{
PlayerMovement();
}
private void PlayerMovement()
{
float horizInput = Input.GetAxis(horizontalInputName) * movementSpeed;
float vertInput = Input.GetAxis(verticalInputName) * movementSpeed;
Vector3 forwardMovement = transform.forward * vertInput;
Vector3 rightMovement = transform.right * horizInput;
charController.SimpleMove(forwardMovement + rightMovement);
JumpInput();
}
private void JumpInput()
{
if (Input.GetKeyDown(jumpKey) && !isJumping)
{
isJumping = true;
StartCoroutine(JumpEvent());
}
}
private IEnumerator JumpEvent()
{
charController.slopeLimit = 90.0f;
float timeInAir = 0.0f;
do
{
float jumpForce = jumpFallOff.Evaluate(timeInAir);
charController.Move(Vector3.up * jumpForce * jumpMultiplier * Time.deltaTime);
timeInAir += Time.deltaTime;
yield return null;
} while (!charController.isGrounded && charController.collisionFlags != CollisionFlags.Above);
float horizInput = Input.GetAxis(horizontalInputName) * movementSpeed;
float vertInput = Input.GetAxis(verticalInputName) * movementSpeed;
Vector3 forwardMovement = transform.forward * vertInput;
Vector3 rightMovement = transform.right * horizInput;
charController.SimpleMove(forwardMovement + rightMovement);
isJumping = false;
}
}
最佳答案
文档recommends每帧只调用一次Move
或SimpleMove
,但是您要在协程和PlayerMovement
之间跳转的每一帧中都调用它们。
您应该将跳转逻辑移到协程之外,以便可以在每次调用之前执行跳转例程逻辑,然后对Move
/ SimpleMove
进行单个调用,其中包括来自跳转逻辑和玩家输入的计算。
这是将Move
/ SimpleMove
的使用减少到每帧仅一个调用的一种方法:
[SerializeField] private string horizontalInputName;
[SerializeField] private string verticalInputName;
[SerializeField] private float movementSpeed;
private CharacterController charController;
[SerializeField] private AnimationCurve jumpFallOff;
[SerializeField] private float jumpMultiplier;
[SerializeField] private KeyCode jumpKey;
private bool isJumping = false;
private float timeInAir = 0.0f;
private void Awake()
{
charController = GetComponent<CharacterController>();
}
private void Update()
{
PlayerMovement();
}
private void PlayerMovement()
{
float forwardInput = Input.GetAxis(verticalInputName);
float rightInput = Input.GetAxis(horizontalInputName);
Vector3 forwardMovement = transform.forward * forwardInput;
Vector3 rightMovement = transform.right * rightInput;
Vector3 horizMovement = (forwardMovement+rightMovement) * movementSpeed;
float jumpVelocity = JumpInput();
if (isJumping)
{
Vector3 vertMovement = Vector3.up * jumpVelocity * jumpMultiplier;
charController.Move((horizMovement + vertMovement) * Time.deltaTime)
}
else
{
charController.SimpleMove(horizMovement);
}
}
private float JumpInput()
{
float jumpVelocity = 0f;
if (Input.GetKeyDown(jumpKey) && !isJumping)
{
isJumping = true;
charController.slopeLimit = 90.0f;
timeInAir = 0f;
}
if (isJumping){
if (timeInAir == 0f ||
(!charController.isGrounded
&& charController.collisionFlags != CollisionFlags.Above))
{
jumpVelocity = jumpFallOff.Evaluate(timeInAir);
timeInAir += Time.deltaTime;
}
else
{
ifJumping = false;
}
}
return jumpVelocity;
}
关于c# - 在Unity3D中使用第一人称 Controller 进行空中移动(C#),我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/57117998/