我团结一致,第一场比赛顺利进行。
它像往常一样有玩家,外星人和地图。
有时候玩家会卡住并且不会向前移动, 即使玩家向前移动的动画运行并且他的腿继续移动但仍然没有移动
我必须朝其他方向移动,然后它可以通过那个卡住的地方
它是随机发生的,而不是在任何固定的位置。
我无法弄清楚为什么会发生这种情况
我试图再次制作地图,但仍然在那里
任何建议都会有很大的帮助。
ublic class Player:MonoBehaviour {
public float speed = 10f;
public Vector2 maxVelocity = new Vector2(3, 5);
public bool standing;
public float jetSpeed = 15f;
public float airSpeedMultiplier = .3f;
public AudioClip leftFootSound;
public AudioClip rightFootSound;
public AudioClip thudSound;
public AudioClip rocketSound;
public Vector3 PlayerDirection = new Vector3(1,1,1);
public int ArtifactCount = 0;
private Animator animator;
private PlayerController controller;
void Start(){
controller = GetComponent<PlayerController> ();
animator = GetComponent<Animator> ();
}
void PlayLeftFootSound(){
if (leftFootSound)
AudioSource.PlayClipAtPoint (leftFootSound, transform.position);
}
void PlayRightFootSound(){
if (rightFootSound)
AudioSource.PlayClipAtPoint (rightFootSound, transform.position);
}
void PlayRocketSound(){
if (!rocketSound || GameObject.Find ("RocketSound"))
return;
GameObject go = new GameObject ("RocketSound");
AudioSource aSrc = go.AddComponent<AudioSource> ();
aSrc.clip = rocketSound;
aSrc.volume = 0.7f;
aSrc.Play ();
Destroy (go, rocketSound.length);
}
void OnCollisionEnter2D(Collision2D target){
if (!standing) {
var absVelX = Mathf.Abs(GetComponent<Rigidbody2D>().velocity.x);
var absVelY = Mathf.Abs(GetComponent<Rigidbody2D>().velocity.y);
if(absVelX <= .1f || absVelY <= .1f){
if(thudSound)
AudioSource.PlayClipAtPoint(thudSound, transform.position);
}
}
}
// Update is called once per frame
void Update () {
var forceX = 0f;
var forceY = 0f;
var absVelX = Mathf.Abs (GetComponent<Rigidbody2D>().velocity.x);
var absVelY = Mathf.Abs (GetComponent<Rigidbody2D>().velocity.y);
if (absVelY < .2f) {
standing = true;
} else {
standing = false;
}
if (controller.moving.x != 0) {
if (absVelX < maxVelocity.x) {
forceX = standing ? speed * controller.moving.x : (speed * controller.moving.x * airSpeedMultiplier);
PlayerDirection = transform.localScale = new Vector3 (forceX > 0 ? 1 : -1, 1, 1);
}
animator.SetInteger ("AnimState", 1);
} else {
animator.SetInteger ("AnimState", 0);
}
if (controller.moving.y > 0) {
PlayRocketSound();
if (absVelY < maxVelocity.y)
forceY = jetSpeed * controller.moving.y;
animator.SetInteger ("AnimState", 2);
} else if (absVelY > 0) {
animator.SetInteger("AnimState", 3);
}
GetComponent<Rigidbody2D>().AddForce (new Vector2 (forceX, forceY));
}
}
由于
答案 0 :(得分:0)
您应该检查您要去的地点是否在地图之外。
我认为,当您向刚体添加力时,您可以添加“太多”力并且刚体会与某些东西发生碰撞,之后会堆叠。
编辑:
检查OnCollisionEnter,OnCollisionStay和退出触发器。
http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnCollisionEnter.html