我们正在研究Unity,所以我们决定创建一个迷你平台游戏。我们已经制作了硬币,平台和角色动画,但是当我们试图为平台制作动画时,出现了巨大的灾难。问题是角色不能站在平台上。当平台移动时,他会摔倒(看起来没有摩擦,但我们试图设置一个 - 它无助)。 也许,我们重复之前曾经问过的问题,但希望你能帮助我们解决这个悖论。祝你有愉快的一天;)
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class CharControl : MonoBehaviour
{
public float maxSpeed = 10f;
private bool isFacingRight = true;
private Animator anim;
private bool isGrounded = false;
public Transform groundCheck;
private float groundRadius = 0.2f;
public LayerMask whatIsGround;
public Text scoreText;
public float score = 0;
private void Start()
{
anim = GetComponent<Animator>();
}
private void FixedUpdate()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
anim.SetBool ("Ground", isGrounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
if (isGrounded && rigidbody2D.velocity.y != 0)
return;
float move = Input.GetAxis("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(move));
rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
if(move > 0 && !isFacingRight)
Flip();
else if (move < 0 && isFacingRight)
Flip();
}
private void Update()
{
if (isGrounded && (Input.GetKeyDown (KeyCode.Space) || Input.GetKeyDown(KeyCode.Joystick1Button0)))
{
anim.SetBool("Ground", false);
rigidbody2D.AddForce(new Vector2(0, 600));
}
}
private void Flip()
{
isFacingRight = !isFacingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
void OnTriggerEnter2D(Collider2D col){
if(col.gameObject.name == "Skull"){
score++;
Destroy (col.gameObject);
scoreText.text = "" + score;
}
if ((col.gameObject.name == "dead"))
Application.LoadLevel (Application.loadedLevel);
}}
答案 0 :(得分:0)
你需要设置MovingPlatform是HoldPlayerPlatform的ParentObject。 检查下面的图像也是
这是在移动平台上举行播放器脚本。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HoldPlayer : MonoBehaviour
{
private GameObject target = null;
private Vector3 offset;
void Start()
{
target = null;
}
void OnTriggerStay(Collider col)
{
target = col.gameObject;
offset = target.transform.position - transform.position;
}
void OnTriggerExit(Collider col)
{
target = null;
}
void LateUpdate()
{
if (target != null)
{
target.transform.position = transform.position + offset;
}
}
}