c#双跳

时间:2014-10-28 13:39:14

标签: c#

我想制作2D平台游戏,我希望我的角色能够双击。

使用此代码我的角色可以双跳,但是根据我按下跳跃按钮的速度,第二次跳跃会使角色跳跃的次数比我等待按下跳跃按钮的次数高两倍。

如何使第二次跳跃不能高于第一跳?

[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;
}
void OnTriggerEnter(Collider col)
{

    if (col.tag == "Player")
    {
        //money collected

        //destroy money object
        Destroy(gameObject);
    }
}

}

2 个答案:

答案 0 :(得分:0)

在每个FixedUpdate之前调用Move?如果是这样的话,它会根据半径重置接地,这样你就可以进入第二个接地点#34;如果你足够快就跳。然后,你可以再做一次空战。

答案 1 :(得分:0)

我不擅长游戏开发,所以我会提出一个我认为应该有效的建议。

你需要在第一次跳跃后减少jumpForce或在每次空中跳跃后减少力量。它应该是这样的:

//Declare int numberOfAirJumpsMade = 1;
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
    numberOfAirJumpsMade = 1; //reset air jump counter
}    
else if (!grounded && jump && numberOfAirJumpsLeft  > 0)
{
    rigidbody2D.AddForce (new Vector2 (0f, jumpForce / (numberOfAirJumpsMade * 2)));
    numberOfAirJumpsLeft--; //One less jump 
    numberOfAirJumpsMade++;
}

在这里你加入的第一次空中跳跃力比你从地面跳跃时少2倍。如果您设置maxNumberOfAirJumps = 2,则第一次空中跳跃获得(400 /(1 * 2)) = 200强制,第二次获得(400 /(2 * 2)) = 100

这只是为了让你入门。之后你可能想在计算中增加重力,因为当你的英雄登陆时你可能想要增加更少的空中力量。