C# 统一代码不允许字符(2D,刚体)在空中转向。如何使用此脚本获得更多的空中控制?
在为我的Unity游戏编写2D乐章时,我陷入了一个问题。之前我决定让角色不能在空中移动,但是,我想改变一下。我怎么做?我希望角色能够在空中旋转方向,但速度不同于“移动速度”。这是我第一次上这个网站,所以如果我透露了太多的细节,我很抱歉。以下是移动和跳跃脚本: 行走脚本C# 统一代码不允许字符(2D,刚体)在空中转向。如何使用此脚本获得更多的空中控制?,c#,unity3d,2d,game-physics,C#,Unity3d,2d,Game Physics,在为我的Unity游戏编写2D乐章时,我陷入了一个问题。之前我决定让角色不能在空中移动,但是,我想改变一下。我怎么做?我希望角色能够在空中旋转方向,但速度不同于“移动速度”。这是我第一次上这个网站,所以如果我透露了太多的细节,我很抱歉。以下是移动和跳跃脚本: 行走脚本 public bool canMove = true; [SerializeField] public Vector2 newVelocity; [SerializeField] pu
public bool canMove = true;
[SerializeField] public Vector2 newVelocity;
[SerializeField] public Rigidbody2D rb;
[SerializeField] public float moveSpeed = 10f;
[SerializeField] public Vector2 direction;
[SerializeField] public float wallSlideSpeed;
public float movementForceAir;
public float airDragMultiplier;
FlipChar flipc;
GroundCheck gc;
SlopeWalk sw;
PlayerJump pj;
WallChecker wc;
DashAfterimage da;
void Awake()
{
gc = GetComponent<GroundCheck>();
sw = GetComponent<SlopeWalk>();
rb = GetComponent<Rigidbody2D>();
pj = GetComponent<PlayerJump>();
wc = GetComponent<WallChecker>();
da = GetComponent<DashAfterimage>();
}
void Start()
{
flipc = GetComponent<FlipChar>();
}
void Update()
{
}
void FixedUpdate()
{
if (gc.onGround && canMove && !da.dashing)
{
rb.velocity = new Vector2(Input.GetAxis("Horizontal") * moveSpeed, rb.velocity.y);
}
else if (!gc.onGround && !wc.isWallSliding && Input.GetAxis("Horizontal") != 0)
{
Vector2 forceToAdd = new Vector2(movementForceAir * Input.GetAxis("Horizontal"), 0);
rb.AddForce(forceToAdd);
if (Mathf.Abs(rb.velocity.x) > moveSpeed)
{
rb.velocity = new Vector2(moveSpeed * Input.GetAxis("Horizontal"), rb.velocity.y);
// }else if(!gc.onGround && !wc.isWallSliding && Input.GetAxis("Horizontal") == 0){
// rb.velocity = new Vector2(rb.velocity.x , rb.velocity.y);
}
}
if (wc.isWallSliding)
{
if (rb.velocity.y < wallSlideSpeed)
{
rb.velocity = new Vector2(rb.velocity.x, -wallSlideSpeed);
}
}
}
}
}
[HideInInspector] public GroundCheck gc;
[HideInInspector] public PlayerWalk pw;
[SerializeField] private float jumpForce;
[SerializeField] private float jumpTimeCounter;
[SerializeField] private float jumpTime;
[SerializeField] private float extraJumps;
[SerializeField] private float extraJumpsValue;
[SerializeField] private float variableJumpHeight = 0.5f;
public bool isJumping;
public bool canJump;
WallJumpCode wjc;
WallChecker wc;
FlipChar fc;
DashAfterimage da;
void Start()
{
wjc = GetComponent<WallJumpCode>();
pw = GetComponent<PlayerWalk>();
gc = GetComponent<GroundCheck>();
fc = GetComponent<FlipChar>();
extraJumps = extraJumpsValue;
da = GetComponent<DashAfterimage>();
wc = GetComponent<WallChecker>();
}
void Update()
{
isJumping = true;
if (pw.rb.velocity.y <= 0.0f)
{
isJumping = false;
}
if ((gc.onGround && pw.rb.velocity.y <= 0.0f) || wc.isWallSliding)
{
extraJumps = extraJumpsValue;
}
if ((Input.GetKeyDown(KeyCode.Space) && extraJumps > 0 && !wc.isWallSliding))
{
pw.rb.velocity = new Vector2(pw.rb.velocity.x, jumpForce);
extraJumps--;
}
else if (wc.isWallSliding && Input.GetKeyDown(KeyCode.Space) && !isJumping)
{
wc.isWallSliding = false;
extraJumps--;
Vector2 forceToAdd = new Vector2(wjc.wallHopForce * wjc.wallHopDirection.x * -wjc.facingDirection, wjc.wallHopForce * wjc.wallHopDirection.y);
pw.rb.AddForce(forceToAdd, ForceMode2D.Impulse);
}
// else if ((wc.isWallSliding ) && Input.GetAxis("Horizontal") > 0 && !isJumping)
// {
// wc.isWallSliding = false;
// extraJumps--;
// Vector2 forceToAdd = new Vector2(wjc.wallJumpForce * wjc.wallJumpDirection.x * Input.GetAxis("Horizontal"), wjc.wallJumpForce * wjc.wallJumpDirection.y);
//pw.rb.AddForce(forceToAdd, ForceMode2D.Impulse);
// }
if (Input.GetButtonUp("Jump"))
{
pw.rb.velocity = new Vector2(pw.rb.velocity.x, pw.rb.velocity.y * variableJumpHeight);
}
}
private void Jump()
{
if (!wc.isWallSliding && canJump)
{
pw.rb.velocity = new Vector2(pw.rb.velocity.x, jumpForce); ;
extraJumps--;
}
else if (wc.isWallSliding && Input.GetAxis("Horizontal") == 0 && canJump) //Wall hop
{
wc.isWallSliding = false;
extraJumps--;
Vector2 forceToAdd = new Vector2(wjc.wallHopForce * wjc.wallHopDirection.x * -wjc.facingDirection, wjc.wallHopForce * wjc.wallHopDirection.y);
pw.rb.AddForce(forceToAdd, ForceMode2D.Impulse);
}
else if ((wc.isWallSliding || wc.isTouchingWall) && Input.GetAxis("Horizontal") != 0 && canJump)
{
wc.isWallSliding = false;
extraJumps--;
Vector2 forceToAdd = new Vector2(wjc.wallJumpForce * wjc.wallJumpDirection.x * Input.GetAxis("Horizontal"), wjc.wallJumpForce * wjc.wallJumpDirection.y);
pw.rb.AddForce(forceToAdd, ForceMode2D.Impulse);
}
}
}
}
public bool canMove=true;
[SerializeField]公共向量2 newVelocity;
[Serialized Field]公共刚体2d rb;
[SerializeField]公共浮点移动速度=10f;
[SerializeField]公共向量2方向;
[SerializeField]公共浮动墙SlideSpeed;
公众浮标移动部队;
公共浮子气吸式倍增管;
FlipChar-flipc;
地面检查gc;
斜坡路西南;
PlayerJump-pj;
WallChecker wc;
达什达;
无效唤醒()
{
gc=GetComponent();
sw=GetComponent();
rb=GetComponent();
pj=GetComponent();
wc=GetComponent();
da=GetComponent();
}
void Start()
{
flipc=GetComponent();
}
无效更新()
{
}
void FixedUpdate()
{
如果(gc.onGround&&canMove&&da.dash)
{
rb.velocity=新矢量2(Input.GetAxis(“水平”)*moveSpeed,rb.velocity.y);
}
如果(!gc.onGround&&!wc.isWallSliding&&Input.GetAxis(“水平”)!=0,则为else
{
Vector2 forceToAdd=新矢量2(movementForceAir*Input.GetAxis(“水平”),0);
rb.添加力(forceToAdd);
如果(平均绝对速度(rb.velocity.x)>移动速度)
{
rb.velocity=newvector2(moveSpeed*Input.GetAxis(“水平”),rb.velocity.y);
//}否则如果(!gc.onGround&&!wc.isWallSliding&&Input.GetAxis(“水平”)==0){
//rb.velocity=新矢量2(rb.velocity.x,rb.velocity.y);
}
}
如果(厕所壁滑动)
{
if(rb.velocity.y
跳转脚本
public bool canMove = true;
[SerializeField] public Vector2 newVelocity;
[SerializeField] public Rigidbody2D rb;
[SerializeField] public float moveSpeed = 10f;
[SerializeField] public Vector2 direction;
[SerializeField] public float wallSlideSpeed;
public float movementForceAir;
public float airDragMultiplier;
FlipChar flipc;
GroundCheck gc;
SlopeWalk sw;
PlayerJump pj;
WallChecker wc;
DashAfterimage da;
void Awake()
{
gc = GetComponent<GroundCheck>();
sw = GetComponent<SlopeWalk>();
rb = GetComponent<Rigidbody2D>();
pj = GetComponent<PlayerJump>();
wc = GetComponent<WallChecker>();
da = GetComponent<DashAfterimage>();
}
void Start()
{
flipc = GetComponent<FlipChar>();
}
void Update()
{
}
void FixedUpdate()
{
if (gc.onGround && canMove && !da.dashing)
{
rb.velocity = new Vector2(Input.GetAxis("Horizontal") * moveSpeed, rb.velocity.y);
}
else if (!gc.onGround && !wc.isWallSliding && Input.GetAxis("Horizontal") != 0)
{
Vector2 forceToAdd = new Vector2(movementForceAir * Input.GetAxis("Horizontal"), 0);
rb.AddForce(forceToAdd);
if (Mathf.Abs(rb.velocity.x) > moveSpeed)
{
rb.velocity = new Vector2(moveSpeed * Input.GetAxis("Horizontal"), rb.velocity.y);
// }else if(!gc.onGround && !wc.isWallSliding && Input.GetAxis("Horizontal") == 0){
// rb.velocity = new Vector2(rb.velocity.x , rb.velocity.y);
}
}
if (wc.isWallSliding)
{
if (rb.velocity.y < wallSlideSpeed)
{
rb.velocity = new Vector2(rb.velocity.x, -wallSlideSpeed);
}
}
}
}
}
[HideInInspector] public GroundCheck gc;
[HideInInspector] public PlayerWalk pw;
[SerializeField] private float jumpForce;
[SerializeField] private float jumpTimeCounter;
[SerializeField] private float jumpTime;
[SerializeField] private float extraJumps;
[SerializeField] private float extraJumpsValue;
[SerializeField] private float variableJumpHeight = 0.5f;
public bool isJumping;
public bool canJump;
WallJumpCode wjc;
WallChecker wc;
FlipChar fc;
DashAfterimage da;
void Start()
{
wjc = GetComponent<WallJumpCode>();
pw = GetComponent<PlayerWalk>();
gc = GetComponent<GroundCheck>();
fc = GetComponent<FlipChar>();
extraJumps = extraJumpsValue;
da = GetComponent<DashAfterimage>();
wc = GetComponent<WallChecker>();
}
void Update()
{
isJumping = true;
if (pw.rb.velocity.y <= 0.0f)
{
isJumping = false;
}
if ((gc.onGround && pw.rb.velocity.y <= 0.0f) || wc.isWallSliding)
{
extraJumps = extraJumpsValue;
}
if ((Input.GetKeyDown(KeyCode.Space) && extraJumps > 0 && !wc.isWallSliding))
{
pw.rb.velocity = new Vector2(pw.rb.velocity.x, jumpForce);
extraJumps--;
}
else if (wc.isWallSliding && Input.GetKeyDown(KeyCode.Space) && !isJumping)
{
wc.isWallSliding = false;
extraJumps--;
Vector2 forceToAdd = new Vector2(wjc.wallHopForce * wjc.wallHopDirection.x * -wjc.facingDirection, wjc.wallHopForce * wjc.wallHopDirection.y);
pw.rb.AddForce(forceToAdd, ForceMode2D.Impulse);
}
// else if ((wc.isWallSliding ) && Input.GetAxis("Horizontal") > 0 && !isJumping)
// {
// wc.isWallSliding = false;
// extraJumps--;
// Vector2 forceToAdd = new Vector2(wjc.wallJumpForce * wjc.wallJumpDirection.x * Input.GetAxis("Horizontal"), wjc.wallJumpForce * wjc.wallJumpDirection.y);
//pw.rb.AddForce(forceToAdd, ForceMode2D.Impulse);
// }
if (Input.GetButtonUp("Jump"))
{
pw.rb.velocity = new Vector2(pw.rb.velocity.x, pw.rb.velocity.y * variableJumpHeight);
}
}
private void Jump()
{
if (!wc.isWallSliding && canJump)
{
pw.rb.velocity = new Vector2(pw.rb.velocity.x, jumpForce); ;
extraJumps--;
}
else if (wc.isWallSliding && Input.GetAxis("Horizontal") == 0 && canJump) //Wall hop
{
wc.isWallSliding = false;
extraJumps--;
Vector2 forceToAdd = new Vector2(wjc.wallHopForce * wjc.wallHopDirection.x * -wjc.facingDirection, wjc.wallHopForce * wjc.wallHopDirection.y);
pw.rb.AddForce(forceToAdd, ForceMode2D.Impulse);
}
else if ((wc.isWallSliding || wc.isTouchingWall) && Input.GetAxis("Horizontal") != 0 && canJump)
{
wc.isWallSliding = false;
extraJumps--;
Vector2 forceToAdd = new Vector2(wjc.wallJumpForce * wjc.wallJumpDirection.x * Input.GetAxis("Horizontal"), wjc.wallJumpForce * wjc.wallJumpDirection.y);
pw.rb.AddForce(forceToAdd, ForceMode2D.Impulse);
}
}
}
}
[hideininstect]公共地面检查gc;
[Hideininstect]公共PlayerWalk pw;
[Field]私人浮动跳线部队;
[SerializeField]专用浮点跳时计数器;
[SerializeField]专用浮点跳时;
[SerializeField]专用浮点跳转;
[SerializeField]私有浮点值;
[SerializeField]专用浮点变量JumpHeight=0.5f;
公共场所在跳跃;
公共场所可以跳跃;
代码wjc;
WallChecker wc;
FlipChar-fc;
达什达;
void Start()
{
wjc=GetComponent();
pw=GetComponent();
gc=GetComponent();
fc=GetComponent();
extraJumps=extraJumpsValue;
da=GetComponent();
wc=GetComponent();
}
无效更新()
{
isJumping=true;
if(pw.rb.velocity.y0&&!isJumping)
// {
//wc.isWallSliding=false;
//额外跳跃--;
//Vector2 forceToAdd=新矢量2(wjc.wallJumpForce*wjc.wallJumpDirection.x*Input.GetAxis(“水平”),wjc.wallJumpForce*wjc.wallJumpDirection.y);
//pw.rb.AddForce(forceToAdd,ForceMode2D.pulse);
// }
if(Input.GetButtonUp(“跳转”))
{
pw.rb.velocity=新矢量2(pw.rb.velocity.x,pw.rb.velocity.y*可变跳跃高度);
}
}
私有无效跳转()
{
如果(!wc.isWallSliding&&canJump)
{
pw.rb.velocity=新矢量2(pw.rb.velocity.x,跳跃力);
额外跳跃--;
}
else if(wc.isWallSliding&&Input.GetAxis(“水平”)==0&&canJump)//墙跃点
{
wc.isWallSliding=false;
额外跳跃--;
Vector2 forceToAdd=新矢量2(wjc.wallHopForce*wjc.wallHopForce.x*-wjc.facingDirection,wjc.wallHopForce*wjc.wallHopForce.y);
pw.rb.AddForce(forceToAdd,ForceMode2D.pulse);
}
else如果((wc.iswall滑动| | wc.isTouchingWall)和&Input.GetAxis(“水平”)!=0和&canJump)
{
wc.isWallSliding=false;
额外跳跃--;
Vector2 forceToAdd=新矢量2(wjc.wallJumpForce*wjc.wallJumpDirection.x*Input.GetAxis(“水平”),wjc.wallJumpForce*wjc.wallJumpDirection.y);
pw.rb.AddForce(forceToAdd,ForceMode2D.pulse);
}
}
}
}
我将使用2d碰撞器检查您是否接触地面对象。然后在你的移动方式上,我会检查你是否触摸它。如果您没有,请更改移动速度。另外,我会在开始时为“isJumping”bool添加您的If语句,以确保您的游戏不会出现问题谢谢您的帮助!你是说在一开始就把isJumping bool设为false?我是说先把这个设为if(pw.rb.velocity.y)