在using UnityEngine;
public class PlayerControl : MonoBehaviour
{
public float ForwardSpeed = 3.7f; //moves player in forward direction
public float speedOffset = 0.0f; //offset speed of player
public float JumpHeight = 250; //moves player in verticle direction
bool grounded = false; //checks if player is grounded or not
public Transform groundCheck;
float groundCheckRadius = 0.3f; //radius of groundcheck circle to check grounded bool
public LayerMask groundLayer;
Vector2 fingerStart;
Vector2 fingerEnd;
void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
fingerStart = touch.position;
}
}
if (touch.phase == TouchPhase.Stationary)
{
RunFast();
}
if (touch.phase == TouchPhase.Ended)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
}
}
}
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
if (grounded && Input.GetKeyDown(KeyCode.UpArrow))
{
grounded = false;
GetComponent<Rigidbody2D>().AddForce(new Vector2(0, JumpHeight));
}
//check if circle overlaps with ground layer
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
//Debug.Log(grounded);
}
void FixedUpdate()
{
//set players forward velocityto forward speed variable
Vector2 PlayerForwardvelocity = GetComponent<Rigidbody2D>().velocity;
// Vector2 PlayerJumpHeight = GetComponent<Rigidbody2D>().AddForce()
PlayerForwardvelocity.x = ForwardSpeed + speedOffset;
GetComponent<Rigidbody2D>().velocity = PlayerForwardvelocity;
}
void Jump()
{
if (grounded)
{
GetComponent<Rigidbody2D>().AddForce(new Vector2(0, JumpHeight));
speedOffset = 0.0f;
}
}
void RunFast()
{
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
}
}
中搜索数组文本的正确SQL语法是什么?
我的示例表是:
crate database
我尝试了下面的语法错误:
create table
tasks(user string, entry array(object as (taskid string, eTime timestamp))).
答案 0 :(得分:0)
ANY operator的正确语法是:
SELECT * FROM tasks WHERE '.*cleanup.*' ~* ANY(entry['taskid']);
但是,PCRE
目前不支持ANY
。另一种选择是LIKE
谓词,但这不是不区分大小写的(如果以通配符开头,则可能很慢);
所以最终,你可以......
...使用entry['taskid']
列上的fulltext index使用lowercase
analyzer(这可能不是最佳解决方案,因为我认为taskid
只是一个单词并且你想“按原样”使用它,
...或者将数组值拆分为单独的行,这样就可以得到如下模式:
CREATE TABLE tasks (
user string,
entry OBJECT AS (
taskid STRING,
etime TIMESTAMP
)
) ...
你可以使用
SELECT * FROM tasks WHERE entry['taskid'] ~* '.*cleanup.*';