我跟随Unity网站上的Player Character tutorial。有人说玩家可以移动,闲置或死亡。以下是“动画师”中的情况。面板:
参数是:
IsWalking
类型的bool Die
触发器类型正常情况是当IsWalking
参数为真时,他必须开始行走。如果不对,他必须停下来。这是一些截图。
这是我做过的C#脚本:
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 6f; // The speed that the player will move at.
Vector3 movement; // The vector to store the direction of the player's movement.
Animator anim; // Reference to the animator component.
Rigidbody playerRigidbody; // Reference to the player's rigidbody.
int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
float camRayLength = 100f; // The length of the ray from the camera into the scene.
void Awake()
{
// Create a layer mask for the floor layer.
floorMask = LayerMask.GetMask("Floor");
// Set up references.
anim = GetComponent<Animator>();
playerRigidbody = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
// Store the input axes.
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
// Move the player around the scene.
Move(h, v);
// Turn the player to face the mouse cursor.
Turning();
// Animate the player.
Animating(h, v);
}
void Move(float h, float v)
{
// Set the movement vector based on the axis input.
movement.Set(h, 0f, v);
// Normalise the movement vector and make it proportional to the speed per second.
movement = movement.normalized * speed * Time.deltaTime;
// Move the player to it's current position plus the movement.
playerRigidbody.MovePosition(transform.position + movement);
}
void Turning()
{
// Create a ray from the mouse cursor on screen in the direction of the camera.
Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
// Create a RaycastHit variable to store information about what was hit by the ray.
RaycastHit floorHit;
// Perform the raycast and if it hits something on the floor layer...
if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
{
// Create a vector from the player to the point on the floor the raycast from the mouse hit.
Vector3 playerToMouse = floorHit.point - transform.position;
// Ensure the vector is entirely along the floor plane.
playerToMouse.y = 0f;
// Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
// Set the player's rotation to this new rotation.
playerRigidbody.MoveRotation(newRotation);
}
}
void Animating(float h, float v)
{
// Create a boolean that is true if either of the input axes is non-zero.
bool walking = h != 0f || v != 0f;
// Tell the animator whether or not the player is walking.
anim.SetBool("IsWalking", walking);
}
}
现在的问题是,当我对玩家行走时,他会处于闲置状态。有时他会进入移动状态,但并非总是如此。我有什么问题?我在动画制作工具和检查员标签中制作了完全相同的代码和动画。
答案 0 :(得分:1)
您应该尝试将ExitTime设置为false。
启用时,表示动画仍将由ExitTime值播放。因此,例如,如果ExitTime为1,则整个空闲动画必须在转换之前完成。如果你在那段时间内停止移动,那么布尔值会回到空闲状态,你不会看到行走的动画。将其设置为false意味着您希望立即进行转换。