我有一个2D游戏,我需要在设备倾斜时在x轴上移动玩家rigidbody2D。我下面的代码是我认为应该工作的,但事实并非如此。玩家根本不动。我做错了什么,为什么?
Vector3 dir = Vector3.zero;
dir.x = Input.acceleration.y;
if (dir.sqrMagnitude > 1)
dir.Normalize();
dir *= Time.deltaTime;
anim.SetFloat("Speed", Mathf.Abs(dir.x));
rigidbody2D.velocity = new Vector2 (dir.x * tiltSpeed, rigidbody2D.velocity.y);
以下完整代码
using UnityEngine;
using System.Collections;
public class CharacterControllerScript : MonoBehaviour {
public float maxSpeed = 10f;
bool facingRight = true;
public float tiltSpeed = 10f;
Animator anim;
// Use this for initialization
void Start () {
anim = GetComponent<Animator>();
}
// Update is called once per frame
void FixedUpdate () {
// Set animation
if ((Application.platform != RuntimePlatform.Android) || (Application.platform != RuntimePlatform.IPhonePlayer)){
float move = Input.GetAxis ("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(move));
rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
// Decide what way animation moving
if (move > 0 && !facingRight)
Flip ();
else if (move < 0 && facingRight)
Flip ();
}
else {
Vector3 dir = Vector3.zero;
dir.x = Input.acceleration.y;
if (dir.sqrMagnitude > 1)
dir.Normalize();
dir *= Time.deltaTime;
anim.SetFloat("Speed", Mathf.Abs(dir.x));
rigidbody2D.velocity = new Vector2 (dir.x * tiltSpeed, rigidbody2D.velocity.y);
// Decide what way animation moving
if (move > 0 && !facingRight)
Flip ();
else if (move < 0 && facingRight)
Flip ();
}
}
void Flip () {
facingRight = !facingRight;
Vector3 thescale = transform.localScale;
thescale.x *= -1;
transform.localScale = thescale;
}
}
答案 0 :(得分:1)
我希望自从您几个月前发布以来,这个答案对您仍然有用
我认为您的代码将始终通过第一个案例。你应该替换
(Application.platform != RuntimePlatform.Android) || (Application.platform != RuntimePlatform.IPhonePlayer)
通过
(Application.platform != RuntimePlatform.Android) && (Application.platform != RuntimePlatform.IPhonePlayer)
因为它们不能同时成为现实