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Unity3d 触摸控制unity 2D_Unity3d_Unity3d 2dtools - Fatal编程技术网

Unity3d 触摸控制unity 2D

Unity3d 触摸控制unity 2D,unity3d,unity3d-2dtools,Unity3d,Unity3d 2dtools,我有一个名为PlayerCharacter的脚本来控制Unity 2D平台上的玩家。它很完美,像往常一样工作 using UnityEngine; using System.Collections; using System.Collections.Generic; [RequireComponent(typeof (Rigidbody2D))] [RequireComponent(typeof(BoxCollider2D))] public class PlayerCharacter : M

我有一个名为
PlayerCharacter
的脚本来控制Unity 2D平台上的玩家。它很完美,像往常一样工作

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class PlayerCharacter : MonoBehaviour
{
    public float speed = 1.0f;
    public string axisName = "Horizontal";
    private Animator anim;
    public string jumpButton = "Fire1";
    public float jumpPower = 10.0f;
    public float minJumpDelay = 0.5f;
    public Transform[] groundChecks;

    private float jumpTime = 0.0f;
    private Transform currentPlatform = null;
    private Vector3 lastPlatformPosition = Vector3.zero;
    private Vector3 currentPlatformDelta = Vector3.zero;


    // Use this for initialization
    void Start ()
    {
        anim = gameObject.GetComponent<Animator>();
    }


    // Update is called once per frame
    void Update ()
    {
        //Left and right movement
        anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis(axisName)));
        if(Input.GetAxis(axisName) < 0)
        {
        Vector3 newScale = transform.localScale;
        newScale.x = -1.0f;
        transform.localScale = newScale;
        Debug.Log("Move to left");
        }
        else if(Input.GetAxis(axisName) > 0)
        {
        Vector3 newScale = transform.localScale;
        newScale.x = 1.0f;
        transform.localScale = newScale;
        Debug.Log ("Move to Right");
        }
        transform.position += transform.right*Input.GetAxis(axisName)*speed*Time.deltaTime;

        //Jump logic
        bool grounded = false;
        foreach(Transform groundCheck in groundChecks)
        {
            grounded |= Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
        }
        anim.SetBool("Grounded", grounded);
        if(jumpTime > 0)
        {
            jumpTime -= Time.deltaTime;
        }
        if(Input.GetButton("jumpButton")  && anim.GetBool("Grounded") )

        {
            anim.SetBool("Jump",true);
            rigidbody2D.AddForce(transform.up*jumpPower);
            jumpTime = minJumpDelay;
        }
        if(anim.GetBool("Grounded") && jumpTime <= 0)
        {
            anim.SetBool("Jump",false);
        }
        //Moving platform logic
        //Check what platform we are on
        List<Transform> platforms = new List<Transform>();
        bool onSamePlatform = false;
        foreach(Transform groundCheck in groundChecks)
        {
            RaycastHit2D hit = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
            if(hit.transform != null)
            {
                platforms.Add(hit.transform);
                if(currentPlatform == hit.transform)
                {
                    onSamePlatform = true;
                }
            }
        }

        if(!onSamePlatform)
        {
            foreach(Transform platform in platforms)
            {
                currentPlatform = platform;
                lastPlatformPosition = currentPlatform.position;
            }
        }
    }

    void LateUpdate()
    {
        if(currentPlatform != null)
        {
            //Determine how far platform has moved
            currentPlatformDelta = currentPlatform.position - lastPlatformPosition;

            lastPlatformPosition = currentPlatform.position;
        }
        if(currentPlatform != null)
        {
            //Move with the platform
            transform.position += currentPlatformDelta;
        }
    }   
}

但是我不知道如何实现教程中的脚本(
TouchControls
),并将其分配给我的播放器控制脚本(
PlayerCharacter
)。如何组合这两个脚本,以便玩家可以使用可触摸控件控制它?

最好不要将触摸控件从touchcontrols教程拖动到playercontroller,相反,使用touchcontrols教程脚本作为模板

因为您的playercontroller在其输入中使用浮动,例如moveleft=50.0f;触摸控件使用moveleft=true

这些脚本彼此非常不同,只是合并和工作

因此,在touchcontrols中,保持更新功能不变, 并且仅使用控件逻辑更新fixedupate函数 更新void,可以说是右、左、上、下的条件控制器。 它还将处理触摸屏的实际输入

固定更新可以控制playercontroller拥有的某些功能,例如 在触摸标记的对象或类似对象时应用力。
更新只执行输入条件,好的建议是将更新触摸代码包装在其自身的功能中,这样更新不仅是触摸,而且是其他游戏逻辑相关代码。

在更改正确的部分时,您应该搜索并使用复制玩家控制器内的触摸控制脚本。例如,您应该使用
Input.GetKeyDown
而不是
Input.GetTouch
,但这取决于您正在创建的游戏。您应该注意该代码并更改某些部分

您到底是如何在游戏中实现触摸控制的?左/右/跳转是否与某些滑动相对应?或者当你触摸屏幕上的某个点时,它们会触发吗?左、右和跳跃。嗯,出于某种目的,我更喜欢使用GuitTexture作为触摸控制器,就像我在上面发布的一样。但我不知道如何实施它啊,对我来说似乎很难。如果它不适合,有没有其他方法使touchcontroll适合
PlayerCharacter
code?你可以看看unity附带的移动设备标准资产,它们有一些标准控件,适用于第三人称和第一人称,我会用它来设置我的角色,然后打开源代码,随着时间的推移慢慢修改它,以满足我在游戏开发过程中的需要
using UnityEngine;
using System.Collections;

[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class TouchControls : MonoBehaviour {

    // GUI textures
    public GUITexture guiLeft;
    public GUITexture guiRight;
    public GUITexture guiJump;
    private Animator anim;
    // Movement variables
    public float moveSpeed = 5f;
    public float jumpForce = 50f;
    public float maxJumpVelocity = 2f;

    // Movement flags
    private bool moveLeft, moveRight, doJump = false;

    void Start ()
    {
        anim = gameObject.GetComponent<Animator>();
    }
    // Update is called once per frame
    void Update () {

        // Check to see if the screen is being touched
        if (Input.touchCount > 0)
        {
            // Get the touch info
            Touch t = Input.GetTouch(0);

            // Did the touch action just begin?
            if (t.phase == TouchPhase.Began)
            {
                // Are we touching the left arrow?
                if (guiLeft.HitTest(t.position, Camera.main))
                {
                    Debug.Log("Touching Left Control");
                    moveLeft = true;
                }

                // Are we touching the right arrow?
                if (guiRight.HitTest(t.position, Camera.main))
                {
                    Debug.Log("Touching Right Control");
                    moveRight = true;
                }

                // Are we touching the jump button?
                if (guiJump.HitTest(t.position, Camera.main))
                {
                    Debug.Log("Touching Jump Control");
                    doJump = true;
                }
            }

            // Did the touch end?
            if (t.phase == TouchPhase.Ended)
            {
                // Stop all movement
                doJump = moveLeft = moveRight = false;
            }
        }

        // Is the left mouse button down?
        if (Input.GetMouseButtonDown(0))
        {
            // Are we clicking the left arrow?
            if (guiLeft.HitTest(Input.mousePosition, Camera.main))
            {
                Debug.Log("Touching Left Control");
                moveLeft = true;
            }

            // Are we clicking the right arrow?
            if (guiRight.HitTest(Input.mousePosition, Camera.main))
            {
                Debug.Log("Touching Right Control");
                moveRight = true;
            }

            // Are we clicking the jump button?
            if (guiJump.HitTest(Input.mousePosition, Camera.main))
            {
                Debug.Log("Touching Jump Control");
                doJump = true;
            }
        }

        if (Input.GetMouseButtonUp(0))
        {
            // Stop all movement on left mouse button up
            doJump = moveLeft = moveRight = false;
        }
    }

    void FixedUpdate()
    {
        //anim.SetFloat("Speed", Mathf.Abs);
        // Set velocity based on our movement flags.
        if (moveLeft)
        {

            rigidbody2D.velocity = -Vector2.right * moveSpeed;
        }

        if (moveRight)
        {
            rigidbody2D.velocity = Vector2.right * moveSpeed;
        }

        if (doJump)
        {
            // If we have not reached the maximum jump velocity, keep applying force.
            if (rigidbody2D.velocity.y < maxJumpVelocity)
            {
                rigidbody2D.AddForce(Vector2.up * jumpForce);
            } else {
                // Otherwise stop jumping
                doJump = false;
            }
        }
    }
}