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C# C语言中的统一双人跳远#_C#_Unity3d - Fatal编程技术网

C# C语言中的统一双人跳远#

C# C语言中的统一双人跳远#,c#,unity3d,C#,Unity3d,为了让我的角色能够做双跳,我也没有用C#编写太多代码。 我已经尝试过不同的方法,但发现如果有人教我,没有一种方法是好的 using UnityEngine; public class PlatformerCharacter2D : MonoBehaviour { bool facingRight = true; // For determining which way the player is currently facing.

为了让我的角色能够做双跳,我也没有用C#编写太多代码。 我已经尝试过不同的方法,但发现如果有人教我,没有一种方法是好的

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;
    }
}
使用UnityEngine;
公共类平台角色2D:单一行为
{
bool facingRight=true;//用于确定玩家当前面对的方向。
[SerializeField]float maxSpeed=10f;//播放器在x轴上可以移动的最快速度。
[SerializeField]float jumpForce=400f;//玩家跳跃时添加的力的大小。
[范围(0,1)]
[SerializeField]float crouchSpeed=.36f;//应用于蹲起运动的maxSpeed量。1=100%
[SerializeField]bool airControl=false;//玩家是否可以在跳跃时转向;
[SerializeField]LayerMask whatIsGround;//确定字符接地内容的掩码
Transform groundCheck;//一个位置标记,用于检查球员是否接地。
float groundedRadius=.2f;//确定是否接地的重叠圆半径
bool grounded=false;//玩家是否被禁飞。
Transform ceilingCheck;//检查天花板的位置标记
float-ceilingRadius=.01f;//重叠圆的半径,用于确定玩家是否可以站立
Animator anim;//对播放器的Animator组件的引用。
无效唤醒()
{
//设置引用。
groundCheck=transform.Find(“groundCheck”);
ceilingCheck=transform.Find(“ceilingCheck”);
anim=GetComponent();
}
void FixedUpdate()
{
//如果到地面检查位置的圆圈击中任何指定为地面的物体,则球员将被停飞
接地=物理2D.重叠圆(接地检查位置、接地半径、whatIsGround);
动画设置工具(“地面”,接地);
//设置垂直动画
anim.SetFloat(“vSpeed”,刚体2d.velocity.y);
}
公共虚空移动(浮空移动、俯卧撑、俯跳)
{    
//如果蹲着,检查角色是否能站起来
如果(!crouch&&anim.GetBool(“crouch”))
{
//如果角色有天花板阻止他们站起来,让他们蹲着
if(物理2D重叠圆(天花板检查位置、天花板半径、whatIsGround))
克劳奇=真;
}
//设置角色是否蹲在动画师中
动画挫折(“蹲下”,蹲下);
//仅在接地或空气控制打开时控制播放器
if(接地| |空气控制)
{
//如果蹲下,使用蹲下速度倍增器降低速度
移动=(蹲下?移动*蹲下速度:移动);
//“速度动画”参数设置为水平输入的绝对值。
动画设置浮动(“速度”,数学Abs(移动));
//移动角色
rigidbody2D.velocity=新矢量2(移动*最大速度,rigidbody2D.velocity.y);
//如果输入将播放器向右移动,且播放器面向左侧。。。
如果(移动>0&!朝向右侧)
//…翻转播放器。
翻转();
//否则,如果输入向左移动播放器,且播放器面向右侧。。。
else if(移动<0&&朝向右侧)
//…翻转播放器。
翻转();
}
//如果玩家应该跳。。。
如果(接地和跳转){
//向玩家添加垂直力。
anim.SetBool(“地面”,假);
rigidbody2D.AddForce(新矢量2(0f,jumpForce));
}
}
无效翻转()
{
//切换播放器标记为“面向”的方式。
facingRight=!facingRight;
//将玩家的x本地刻度乘以-1。
Vector3 theScale=transform.localScale;
比例x*=-1;
transform.localScale=比例;
}
}

尚未测试您的代码,但以下各项应该可以工作:

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;
    }
}
使用UnityEngine;
公共类平台角色2D:单一行为
{
bool facingRight=true;//用于确定玩家当前面对的方向。
[SerializeField]float maxSpeed=10f;//播放器在x轴上可以移动的最快速度。
[SerializeField]float jumpForce=400f;//玩家跳跃时添加的力的大小。
[范围(0,1)]
[SerializeField]float crouchSpeed=.36f;//应用于蹲起运动的maxSpeed量。1=100%
[SerializeField]bool airControl=false;//玩家是否可以在跳跃时转向;
[SerializeField]LayerMask whatIsGround;//确定字符接地内容的掩码
Transform groundCheck;//一个位置标记,用于检查球员是否接地。
float groundedRadius=.2f;//确定是否接地的重叠圆半径
bool grounded=false;//玩家是否被禁飞。
Transform ceilingCheck;//检查天花板的位置标记
float-ceilingRadius=.01f;//重叠圆的半径,用于确定玩家是否可以站立
Animator anim;//对播放器的Animator组件的引用。
int maxNumberOfAirJumps=1;//玩家可以在空中跳跃的次数
int numberOfAirJumpsLeft=0;
无效唤醒()
{
//设置引用。
groundCheck=transform.Find(“groundCheck”);