C# C语言中的统一双人跳远#
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.
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”);