此脚本附加到Player对象:
using UnityEngine;
using System.Collections;
[RequireComponent (typeof (Rigidbody))]
[RequireComponent (typeof (BoxCollider))]
public class PlayerController : MonoBehaviour {
public float walkSpeed = 6;
public float runSpeed = 10;
public float strafeSpeed = 5;
public float gravity = 20;
public float jumpHeight = 2;
public bool canJump = true;
private bool isRunning = false;
private bool isGrounded = false;
public bool IsRunning
{
get { return isRunning; }
}
void Awake () {
GetComponent<Rigidbody>().freezeRotation = true;
GetComponent<Rigidbody>().useGravity = false;
}
void FixedUpdate () {
// get correct speed
float forwardAndBackSpeed = walkSpeed;
// if running, set run speed
if (isRunning) {
forwardAndBackSpeed = runSpeed;
}
// calculate how fast it should be moving
Vector3 targetVelocity = new Vector3(Input.GetAxis("Horizontal") * strafeSpeed, 0, Input.GetAxis("Vertical") * forwardAndBackSpeed);
targetVelocity = transform.TransformDirection(targetVelocity);
// apply a force that attempts to reach our target velocity
Vector3 velocity = GetComponent<Rigidbody>().velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.y = 0;
GetComponent<Rigidbody>().AddForce(velocityChange, ForceMode.VelocityChange);
// jump
if (canJump && isGrounded && Input.GetButton("Jump")) {
GetComponent<Rigidbody>().velocity = new Vector3(velocity.x, Mathf.Sqrt(2 * jumpHeight * gravity), velocity.z);
isGrounded = false;
}
// apply gravity
GetComponent<Rigidbody>().AddForce(new Vector3 (0, -gravity * GetComponent<Rigidbody>().mass, 0));
}
void Update() {
// check if the player is touching a surface below them
checkGrounded();
// check if the player is running
if (isGrounded && Input.GetButtonDown("Sprint")) {
isRunning = true;
}
// check if the player stops running
if (Input.GetButtonUp("Sprint")) {
isRunning = false;
}
}
void checkGrounded() {
/* ==============
* REMEMBER
* ==============
* If you change the size of the prefab, you may have
* to change the length of the ray to ensure it hits
* the ground.
*
* All obstacles/walls/floors must have rigidbodies
* attached to them. If not, Unity physics may get
* confused and the player can jump really high
* when in a corner between 2 walls for example.
*/
float rayLength = 0.7f;
RaycastHit hit;
Ray ray = new Ray(transform.position, -transform.up);
//Debug.DrawRay(ray.origin, ray.direction * rayLength);
// if there is something directly below the player
if (Physics.Raycast(ray, out hit, rayLength)) {
isGrounded = true;
}
}
}
脚本中有一些部分正在使用“Sprint” 例如:
// check if the player is running
if (isGrounded && Input.GetButtonDown("Sprint")) {
isRunning = true;
}
// check if the player stops running
if (Input.GetButtonUp("Sprint")) {
isRunning = false;
}
但是“Spring”没有在编辑器输入中定义: 编辑&gt;项目设置&gt;输入:
我可以将输入管理器中的大小更改为19,它将复制取消,因此我将名称更改为Sprint。但是什么应该是Sprint的配置?它现在是取消配置。
在运行游戏时,我遇到了这个例外:
ArgumentException:未设置输入按钮Sprint。 要更改输入设置,请使用:编辑 - &gt;项目设置 - &gt;输入 PlayerController.Update()(在Assets / My Scripts / Character1 / PlayerController.cs:62)
答案 0 :(得分:0)
这可能听起来很傻,但是你保存了你的项目吗?如果保存场景,则与保存项目设置所在的项目不同。
File -> Save Scene
(CTRL + S)与File -> Save Project
答案 1 :(得分:0)
所以这可能已经很老了,但是我要回应那些仍然徒劳的搜索:
在输入管理器中将输入添加或更改为“ Sprint”时。即使我为每个正向或负向按钮(甚至是alt)都设置了正确的命名约定,也会导致我说没有设置错误。
唯一的解决方法是将名称从“ Sprint”更改为“ Run”,或者出于“疯狂” Unity的原因,除了“ Sprint”之外几乎所有其他可行的方法。希望这可以帮助那些像我初次遇到这种情况时一样发疯的人。