我正在使用C#在Unity中制作一个基于回合制的自上而下的2D地下城爬虫。我正在编写蝙蝠敌人的代码来跟随玩家。除了一种奇怪的行为外,它运作良好。蝙蝠在2个方向上移动2个方向而不是在1个方向上移动1个方块,但仅限于它的第一次移动。类似于骑士在国际象棋中所做的运动。请帮我解决这个问题。任何和所有建议表示赞赏。我的代码可能很糟糕而且过于复杂,但这是我的第一个游戏,所以请保持温和。
敌人代码:
Vector3 currentPosition;
Vector3 nextPosition;
public GameObject playerObject;
public Transform[] wallArray;
bool canMove;
public Player thePlayer;
void Update()
{
currentPosition = transform.position;
Movement();
}
void Movement()
{
if (thePlayer.timeToMove == false)
{
if (playerObject.transform.position.x > currentPosition.x)
{
nextPosition.x = currentPosition.x + 1;
canMove = false;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
canMove = true;
}
}
if (canMove)
{
if (playerObject.transform.position.y > currentPosition.y)
{
nextPosition.y = currentPosition.y + 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
if (playerObject.transform.position.y < currentPosition.y)
{
nextPosition.y = currentPosition.y - 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
}
if (nextPosition == playerObject.transform.position)
{
nextPosition = currentPosition;
}
transform.position = nextPosition;
thePlayer.timeToMove = true;
Debug.Log("Leaving 'a'...");
return;
}
if (playerObject.transform.position.x < currentPosition.x)
{
nextPosition.x = currentPosition.x - 1;
canMove = false;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
canMove = true;
}
}
if (canMove)
{
if (playerObject.transform.position.y > currentPosition.y)
{
nextPosition.y = currentPosition.y + 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
if (playerObject.transform.position.y < currentPosition.y)
{
nextPosition.y = currentPosition.y - 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
}
if (nextPosition == playerObject.transform.position)
{
nextPosition = currentPosition;
}
transform.position = nextPosition;
thePlayer.timeToMove = true;
Debug.Log("Leaving 'b'...");
return;
}
if (playerObject.transform.position.x == currentPosition.x)
{
if (playerObject.transform.position.y > currentPosition.y)
{
nextPosition.y = currentPosition.y + 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
if (playerObject.transform.position.y < currentPosition.y)
{
nextPosition.y = currentPosition.y - 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
if (nextPosition == playerObject.transform.position)
{
nextPosition = currentPosition;
}
transform.position = nextPosition;
thePlayer.timeToMove = true;
Debug.Log("Leaving 'c'...");
return;
}
}
玩家代码:
// Movement variables
public Vector3 playerCurrentPosition;
Vector3 nextPosition;
public Transform[] wallArray;
public bool timeToMove;
bool movingToWall;
void Start()
{
// When we start we can move
timeToMove = true;
}
void Update()
{
// Update current position variable
playerCurrentPosition = transform.position;
// Move
Movement();
}
// Movement
void Movement()
{
// If it's time to move
if (timeToMove)
{
// If right arrow key pressed
if (Input.GetKeyDown(KeyCode.RightArrow))
{
// Set position to move to
nextPosition.x = playerCurrentPosition.x + 1;
// Check wall array
foreach (Transform wall in wallArray)
{
// If the wall we are checking is in the space we want to move to
if (wall.transform.position.Equals(nextPosition))
{
// We are moving into a wall
movingToWall = true;
}
}
// If we are moving into a wall
if (movingToWall)
{
// Don't move
nextPosition = playerCurrentPosition;
// Set position
transform.position = nextPosition;
// It's time to move again
timeToMove = true;
// We're not moving into a wall anymore
movingToWall = false;
}
// If we're not moving into a wall
else
{
// Move
transform.position = nextPosition;
// It's no longer time to move
timeToMove = false;
}
}
// If left arrow key pressed
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
// Set position we want to move to
nextPosition.x = playerCurrentPosition.x - 1;
// Check wall array
foreach (Transform wall in wallArray)
{
// If the wall we are checking is in the space we want to move to
if (wall.transform.position.Equals(nextPosition))
{
// We are moving into a wall
movingToWall = true;
}
}
// If we are moving into a wall
if (movingToWall)
{
// Don't move
nextPosition = playerCurrentPosition;
// Set position
transform.position = nextPosition;
// We can move again
timeToMove = true;
// We are no longer moving into a wall
movingToWall = false;
}
// If we are not moving into a wall
else
{
// Move
transform.position = nextPosition;
// It is no longer time to move
timeToMove = false;
}
}
// If up arrow pressed
if (Input.GetKeyDown(KeyCode.UpArrow))
{
// Set position to move to
nextPosition.y = playerCurrentPosition.y + 1;
// Check wall array
foreach (Transform wall in wallArray)
{
// If wall we are checking is in space we want to move to
if (wall.transform.position.Equals(nextPosition))
{
// We are moving into a wall
movingToWall = true;
}
}
// If we are moving into a wall
if (movingToWall)
{
// Don't move
nextPosition = playerCurrentPosition;
// Set position
transform.position = nextPosition;
// We can move again
timeToMove = true;
// No longer moving into wall
movingToWall = false;
}
// If we are not moving into a wall
else
{
// Move
transform.position = nextPosition;
// It is no longer time to move
timeToMove = false;
}
}
// If down arrow pressed
if (Input.GetKeyDown(KeyCode.DownArrow))
{
// Set position to move to
nextPosition.y = playerCurrentPosition.y - 1;
// Check wall array
foreach (Transform wall in wallArray)
{
// If wall we are checking is in the space we want to move to
if (wall.transform.position.Equals(nextPosition))
{
// We are moving into a wall
movingToWall = true;
}
}
// If we are moving into a wall
if (movingToWall)
{
// Don't move
nextPosition = playerCurrentPosition;
// Set position
transform.position = nextPosition;
// We can move again
timeToMove = true;
// No longer moving into a wall
movingToWall = false;
}
// If we are not moving into a wall
else
{
// Move
transform.position = nextPosition;
// No longer time to move
timeToMove = false;
}
}
}
}
答案 0 :(得分:3)
您的问题是否有可能,您应该使用分离代码而不是?你的代码是这样的:
void Movement()
{
if (Player.timeToMove == false)
{
if (playerObject.transform.position.x > currentPosition.x)
{
// huge amount of code
}
if (playerObject.transform.position.x < currentPosition.x)
{
// huge amount of code
}
if (playerObject.transform.position.x == currentPosition.x)
{
// huge amount of code
}
}
}
事实上,它应该是这样吗?
void Movement()
{
if (Player.timeToMove == false)
{
if (playerObject.transform.position.x > currentPosition.x)
{
// huge amount of code
Debug.Log("Leaving 'a'...");
return;
}
if (playerObject.transform.position.x < currentPosition.x)
{
// huge amount of code
Debug.Log("Leaving 'b'...");
return;
}
if (playerObject.transform.position.x == currentPosition.x)
{
// huge amount of code
Debug.Log("Leaving 'c'...");
return;
}
}
}
我建议你试试。
注意,您确实需要引入一些函数来简化代码。你的代码段落就像这样......
foreach (Transform wall in wallArray)
if (wall.transform.position.Equals(nextPosition))
{
movingToWall = true;
}
应该是一个更像这样的函数:
private bool IsThisAWall(Vector3 p)
{
foreach (Transform wall in wallArray)
if (wall.transform.position.Equals(p))
{
return true;
}
return false;
}
然后你会使用它。你有一个变量“possibleNewPosition”。你会说......
possibleNewPosition = currentPosition + 1; if(IsThisAWall(possibleNewPosition)) Debug.Log(“什么都不做,因为它是一堵墙”); 其他 currentPosition = possibleNewPosition;
你这样做是很常见的,你有一个变量“可能......”或其他东西!
你真的需要及时做到这一点。 (不要忘记在编程中,任何例程都不应该超过5或6行代码。你的Movement
等调用太长了。)