已解决 - 我最终删除playerController.SimpleMove
并让playerController.Move
控制所有玩家的移动。
所以我一直试图让我的角色墙在墙壁之间跳跃。我已经能够使它工作,但是,每次成功的墙跳后,下一跳的高度会降低。这就到了墙壁向下跳跃的程度。我不知道为什么会这样做。在每次按空格键之前,我将运动Vector3重置为零,然后将正确的值重新应用于跳转。我甚至已经通过控制台查看垂直更改,并且moveDirection和moveAmount都没有获得足够大的值更改以实现此目的。
因为我只是尝试这个,所以下面是影响播放器的所有代码。
public float rotateSpeed = 3.0f;
public float walkSpeed = 5.0f;
public float runSpeed = 15.0f;
public float jumpSpeed = 10.0f;
public float acceleration = .05f;
public bool running = false;
public bool jumping = false;
public bool falling = false;
public bool onWall = false;
public bool wallJumping = false;
public bool stay = false;
private CharacterController playerController;
private Animator playerAnimator;
private float speed;
private Vector3 moveAmount;
private float animationSpeed;
private float currentSpeed;
private float targetSpeed;
private float moveSpeed;
float gravity = 10f;
private Vector3 moveDirection = Vector3.zero;
// Use this for initialization
void Start () {
playerController = GetComponent<CharacterController>();
playerAnimator = GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
transform.Rotate(0, Input.GetAxis("Horizontal") * rotateSpeed, 0);
if (onWall)
{
playerAnimator.SetBool("Wall Holding", true);
jumping = false;
}
else
{
playerAnimator.SetBool("Wall Holding", false);
}
if (stay)
{
moveDirection = Vector3.zero;
moveAmount = Vector3.zero;
}
#region Player Controls
if (Input.GetButton("Vertical") && !wallJumping)
{
moveSpeed = (Input.GetKey(KeyCode.LeftShift)) ? runSpeed : walkSpeed;
moveAmount = transform.TransformDirection(Vector3.forward);
}
else
{
moveSpeed = 0;
moveAmount = Vector3.zero;
}
if (playerController.isGrounded){
moveDirection = Vector3.zero;
jumping = false;
wallJumping = false;
onWall = false;
stay = false;
}
else
{
if (!stay)
onWall = false;
}
if (Input.GetKeyDown(KeyCode.Space))
{
if (playerController.isGrounded)
{
moveDirection.y = jumpSpeed;
jumping = true;
}
else if (onWall)
{
moveDirection = Vector3.zero;
moveAmount = Vector3.zero;
wallJumping = true;
moveDirection += transform.forward * jumpSpeed * 2f;
moveDirection += transform.up * jumpSpeed * 2f;
stay = false;
}
}
if (Input.GetKeyDown(KeyCode.F))
{
if (playerAnimator.GetBool("fight"))
{
playerAnimator.SetBool("fight", false);
}
else
{
playerAnimator.SetBool("fight", true);
}
}
#endregion Player Controls
moveDirection.y -= gravity * Time.deltaTime;
Debug.Log(moveDirection.x);
targetSpeed = Input.GetAxis("Vertical") * moveSpeed;
currentSpeed = SpeedFactor(targetSpeed, currentSpeed, acceleration);
if (currentSpeed > walkSpeed)
running = true;
else
running = false;
playerAnimator.SetFloat("movespeed", currentSpeed);
if (!stay)
{
playerController.SimpleMove(currentSpeed * moveAmount);
playerController.Move(moveDirection * Time.deltaTime);
}
}
private float SpeedFactor (float targetSpeed, float currentSpeed, float dilation) {
if ( currentSpeed < targetSpeed) {
currentSpeed += dilation;
if ( currentSpeed > targetSpeed) {
currentSpeed = targetSpeed;
}
}
else if ( currentSpeed > targetSpeed) {
currentSpeed -= dilation;
if ( currentSpeed < targetSpeed) {
currentSpeed = targetSpeed;
}
}
return currentSpeed;
}
void OnControllerColliderHit (ControllerColliderHit hit) {
if (hit.gameObject.tag == "JumpingWall" && !playerController.isGrounded && !onWall && (jumping || wallJumping))
{
onWall = true;
transform.Rotate(0,180,0);
stay = true;
}
}
答案 0 :(得分:0)
最简单的解释是transform.forward
和/或transform.up
向量随着时间的推移开始偏离您的期望。这可以解释当你应用下面的行时,它甚至似乎最终会“向后”跳跃。在跳线与墙壁发生碰撞(下一次跳跃之前)后,你确定这些矢量是按照你的预期定向的吗?
moveDirection += transform.forward * jumpSpeed * 2f;
moveDirection += transform.up * jumpSpeed * 2f;