嘿伙计们我的问题在标题中。基本上当我按下播放一切正常时,球开始上升而不会摇晃,但是当我开始滑动以改变位置时它会开始颤抖。
我已经尝试了不同的内容,例如更改为FixedUpdate()
或重置播放器,但它并没有改变。顺便说一下球上没有动画。你能帮助我吗?
以下是带滑动参数的脚本:
public class Swipe : MonoBehaviour
{
private const float DEADZONE = 100.0f;
public static Swipe Instance { set; get; }
private bool tap, swipeLeft, swipeRight, swipeUp, swipeDown;
private Vector2 startTouch, swipeDelta;
public bool Tap { get { return tap; } }
public Vector2 SwipeDelta { get { return swipeDelta; } }
public bool SwipeLeft { get { return swipeLeft; } }
public bool SwipeRight { get { return swipeRight; } }
public bool SwipeUp { get { return swipeUp; } }
public bool SwipeDown { get { return swipeDown; } }
private void Awake()
{
Instance = this;
}
private void Update()
{
// Reseting all the booleans
tap = swipeLeft = swipeRight = swipeDown = swipeUp = false;
#region Stadalone Inputs
if (Input.GetMouseButtonDown(0))
{
tap = true;
startTouch = Input.mousePosition;
}
else if (Input.GetMouseButtonUp(0))
{
startTouch = swipeDelta = Vector2.zero;
}
#endregion
#region Mobile Inputs
if (Input.touches.Length != 0)
{
if (Input.touches[0].phase == TouchPhase.Began)
{
tap = true;
startTouch = Input.mousePosition;
}
else if (Input.touches[0].phase == TouchPhase.Ended || Input.touches[0].phase == TouchPhase.Canceled)
{
startTouch = swipeDelta = Vector2.zero;
}
}
#endregion
// Calculate The Distance
swipeDelta = Vector2.zero;
if (startTouch != Vector2.zero)
{
if (Input.touches.Length != 0)
{
swipeDelta = Input.touches[0].position - startTouch;
}
else if (Input.GetMouseButton(0))
{
swipeDelta = (Vector2)Input.mousePosition - startTouch;
}
}
// Did we cross the deadzone ?
if (swipeDelta.magnitude > DEADZONE)
{
// Which direction ?
float x = swipeDelta.x;
float y = swipeDelta.y;
if (Mathf.Abs(x) > Mathf.Abs(y))
{
// Left or Right
if (x < 0)
swipeLeft = true;
else
swipeRight = true;
}
else
{
// Up or Down
if (y < 0)
swipeDown = true;
else
swipeUp = true;
}
startTouch = swipeDelta = Vector2.zero;
}
}
}
这是Update()
或(FixedUpdate()
中的脚本部分,它不会改变任何东西),用于使其在播放器上移动一侧或另一侧:
// Gather the inputs in which tube we should be
if (Swipe.Instance.SwipeLeft)
MoveTube(false);
if (Swipe.Instance.SwipeRight)
MoveTube(true);
// Calculate where we should be in the future
Vector3 targetPosition = transform.position.y * Vector3.up;
if (desiredTube == 0)
targetPosition += Vector3.left * TUBE_DISTANCE;
else if (desiredTube == 2)
targetPosition += Vector3.right * TUBE_DISTANCE;
// Let's calculate our move delta
Vector3 moveVector = Vector3.zero;
moveVector.x = (targetPosition - transform.position).normalized.x * speed;
moveVector.y = speed;
// Move the ball
controller.Move(moveVector * Time.deltaTime);
}
private void MoveTube(bool goingRight)
{
desiredTube += (goingRight) ? 1 : -1;
desiredTube = Mathf.Clamp(desiredTube, 0, 2);
}
答案 0 :(得分:3)
我相信你可能会遇到问题:
// Gather the inputs in which tube we should be
if (Swipe.Instance.SwipeLeft)
MoveTube(false);
if (Swipe.Instance.SwipeRight)
MoveTube(true);
由于每帧调用Update()
一次,这意味着每秒将检查几次。所以它可能每秒都会改变玩家的位置几次,这就是你提到的震撼效果。
您可以尝试限制玩家每秒可以滑动的时间。
private float SwipeRate = 0.1f;
private float NextSwipe = 0.0f;
Update(){
if (Swipe.Instance.SwipeLeft && Time.time > NextSwipe)
{
NextSwipe = Time.time+SwipeRate;
MoveTube(false);
}
if (Swipe.Instance.SwipeRight && Time.time > NextSwipe)
{
NextSwipe = Time.time+SwipeRate;
MoveTube(true);
}
}
修改强>
private void MoveTube(bool goingRight)
{
desiredTube += (goingRight) ? 1 : -1;
desiredTube = Mathf.Clamp(desiredTube, 0, 2);
// Calculate where we should be in the future
Vector3 targetPosition = transform.position.y * Vector3.up;
if (desiredTube == 0)
targetPosition += Vector3.left * TUBE_DISTANCE;
else if (desiredTube == 2)
targetPosition += Vector3.right * TUBE_DISTANCE;
// Let's calculate our move delta
Vector3 moveVector = Vector3.zero;
moveVector.x = (targetPosition - transform.position).normalized.x * speed;
moveVector.y = speed;
// Move the ball
controller.Move(moveVector * Time.deltaTime);
}
答案 1 :(得分:0)
我找到了如何解决问题。所以基本上我使用相同的速度变量来移动我的球在x和y轴上,似乎它为团结创造了一些“切换问题”。所以我只为速度创建了两个不同的变量,我解决了这样的错误。