本文介绍了C#中的Unity Doublejump的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
试图使我的角色能够进行两次跳跃,但也没有用C#编写太多代码.我已经尝试过不同的方法,但是发现如果有人教我,没有一种方法会很好.
Trying to get my character being able to do a doublejump, haven't coded so much in C# either.I already tried different things but found none that works would be nice if someone taught me.
using UnityEngine;
public class PlatformerCharacter2D : MonoBehaviour
{
bool facingRight = true; // For determining which way the player is currently facing.
[SerializeField] float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] float jumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)]
[SerializeField] float crouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] LayerMask whatIsGround; // A mask determining what is ground to the character
Transform groundCheck; // A position marking where to check if the player is grounded.
float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
bool grounded = false; // Whether or not the player is grounded.
Transform ceilingCheck; // A position marking where to check for ceilings
float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
Animator anim; // Reference to the player's animator component.
void Awake()
{
// Setting up references.
groundCheck = transform.Find("GroundCheck");
ceilingCheck = transform.Find("CeilingCheck");
anim = GetComponent<Animator>();
}
void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool("Ground", grounded);
// Set the vertical animation
anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if(!crouch && anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
crouch = true;
}
// Set whether or not the character is crouching in the animator
anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if(grounded || airControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move * crouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if(move > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if(move < 0 && facingRight)
// ... flip the player.
Flip();
}
// If the player should jump...
if (grounded && jump) {
// Add a vertical force to the player.
anim.SetBool ("Ground", false);
rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
}
}
void Flip ()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
推荐答案
尚未测试您的代码,但以下方法应能工作:
Haven't tested your code, but the following should work:
using UnityEngine;
public class PlatformerCharacter2D : MonoBehaviour
{
bool facingRight = true; // For determining which way the player is currently facing.
[SerializeField] float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] float jumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)]
[SerializeField] float crouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] LayerMask whatIsGround; // A mask determining what is ground to the character
Transform groundCheck; // A position marking where to check if the player is grounded.
float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
bool grounded = false; // Whether or not the player is grounded.
Transform ceilingCheck; // A position marking where to check for ceilings
float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
Animator anim; // Reference to the player's animator component.
int maxNumberOfAirJumps = 1; // Number of times the player can jump in the air
int numberOfAirJumpsLeft = 0;
void Awake()
{
// Setting up references.
groundCheck = transform.Find("GroundCheck");
ceilingCheck = transform.Find("CeilingCheck");
anim = GetComponent<Animator>();
}
void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool("Ground", grounded);
// Set the vertical animation
anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if(!crouch && anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
crouch = true;
}
// Set whether or not the character is crouching in the animator
anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if(grounded || airControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move * crouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if(move > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if(move < 0 && facingRight)
// ... flip the player.
Flip();
}
// If the player should jump...
if (grounded && jump) {
// Add a vertical force to the player.
anim.SetBool ("Ground", false);
rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
numberOfAirJumpsLeft = maxNumberOfAirJumps; //Reset the air jumps when the player jumps
}
else if (!grounded && jump && numberOfAirJumpsLeft > 0)
{
rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
numberOfAirJumpsLeft--; //One less jump
}
}
void Flip ()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
也所有[SerializeField]
可能都不是
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