我的代码:
awk '$1 ~ strftime("%Y-%m-%d") {$1 = "today"} $1 ~ strftime("%Y-%m-%d",systime()+24*3600) {$1 = "tomorrow"} {print}'
Controller2D代码:
使用UnityEngine; 使用System.Collections;
[RequireComponent(typeof运算(BoxCollider2D))] 公共类Controller2D:MonoBehaviour {
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Controller2D))]
public class Player : MonoBehaviour
{
public float jumpHeight = 4;
public float timeToJumpApex = .4f;
float accelerationTimeAirborne = .2f;
float accelerationTimeGrounded = .1f;
float moveSpeed = 6;
float gravity;
float jumpVelocity;
Vector3 velocity;
float velocityXSmoothing;
Controller2D controller;
void Start()
{
controller = GetComponent<Controller2D>();
gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
print("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity);
}
void Update()
{
if (controller.collisions.above || controller.collisions.below)
{
velocity.y = 0;
}
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
if (Input.GetKeyDown(KeyCode.Space) && controller.collisions.below)
{
velocity.y = jumpVelocity;
}
float targetVelocityX = input.x * moveSpeed;
velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne);
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
}
当我将鼠标悬停在“上方”和“下方”时,它会给我错误
谁能看到我做错了什么?c#不包含扩展方法的定义,
答案 0 :(得分:1)
internal object collisions;
在此您将碰撞定义为对象。这意味着它没有上面或下面的布尔属性 也许您需要定义一个名为collisions的新结构或类,并在上下定义内部或公共布尔属性。