2D基本运动UNITY

时间:2016-04-25 07:42:11

标签: c# android unity3d unityscript

目前我的角色在键盘上完美运行,但是当我将你的动作转换为触摸时,通过3个UI按钮(我也试过UI图像,但成功)我没有成功

它基本上是向左,向右和跳跃。

如何使其遵循这些说明:

当用户按下方向时,角色不会停止行走,直到用户用户释放按钮,并且当您按下跳跃播放器时跳转。

这是我用来通过键盘移动的脚本!

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour
{

    public float velocity;

    public Transform player;
    private Animator animator;

    public bool isGrounded;
    public float force;

    public float jumpTime = 0.4f;
    public float jumpDelay = 0.4f;
    public bool jumped = false;
    public Transform ground;

    private Gerenciador gerenciador;

    // Use this for initialization
    void Start ()
    {
        gerenciador = FindObjectOfType (typeof(Gerenciador)) as Gerenciador;
        animator = player.GetComponent<Animator> ();
        gerenciador.StartGame ();
    }

    // Update is called once per frame
    void Update ()
    {

        Move ();

    }

    void Move ()
    {

        isGrounded = Physics2D.Linecast (this.transform.position, ground.position, 1 << LayerMask.NameToLayer ("Floor"));
        animator.SetFloat ("run", Mathf.Abs (Input.GetAxis ("Horizontal")));
        if (Input.GetAxisRaw ("Horizontal") > 0) {

            transform.Translate (Vector2.right * velocity * Time.deltaTime);
            transform.eulerAngles = new Vector2 (0, 0);
        }
        if (Input.GetAxisRaw ("Horizontal") < 0) {

            transform.Translate (Vector2.right * velocity * Time.deltaTime);
            transform.eulerAngles = new Vector2 (0, 180);
        }

        if (Input.GetButtonDown ("Vertical") && isGrounded && !jumped) {

            //  rigidbody2D.AddForce (transform.up * force);
            GetComponent<Rigidbody2D> ().AddForce (transform.up * force);
            jumpTime = jumpDelay;
            animator.SetTrigger ("jump");
            jumped = true;
        }

        jumpTime -= Time.deltaTime;

        if (jumpTime <= 0 && isGrounded && jumped) {

            animator.SetTrigger ("ground");
            jumped = false;

        }
    }
}

C#如果可能的话,请记住我正在使用Canvas UI来实现这些按钮=]

2 个答案:

答案 0 :(得分:2)

对于Jump动作,你需要的是一个Button。的 GameObject-&GT; UI-&GT;按钮即可。用您自己的图像替换图像,然后单击&#34;设置原始大小&#34;。将按钮重新调整为适合您游戏的大小。

将按钮附加到下面的跳转按钮插槽脚本。

public Button jumpButton;

void jumpButtonCallBack()
{
    //  rigidbody2D.AddForce (transform.up * force);
    GetComponent<Rigidbody2D>().AddForce(transform.up * force);
    jumpTime = jumpDelay;
    animator.SetTrigger("jump");
    jumped = true;
}


void OnEnable(){
    //Un-Register Button
    jumpButton.onClick.AddListener(() => jumpButtonCallBack());
}

void OnDisable(){
    //Un-register Button
    jumpButton.onClick.RemoveAllListeners();
}

对于移动按钮,您应该使用Button组件,例如跳转按钮。您必须实施 Virtual JoyStick 才能使其看起来更逼真。 Unity拥有名为CrossPlatformInputManager的资产,可以做到这一点。你必须导入它并稍微修改它才能使用它。观看this以了解如何导入它。

现在,您可以将Input.GetAxisInput.GetAxisRaw功能替换为CrossPlatformInputManager.GetAxis("Horizontal")CrossPlatformInputManager.GetAxisRaw("Horizontal")

如果你让它工作,那么可以使用下面的代码使你的代码兼容移动和桌面。

#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
//put your Input.GetAxis` and `Input.GetAxisRaw` code here
#elif UNITY_ANDROID || UNITY_IOS 
//Put your `CrossPlatformInputManager.GetAxis("Horizontal")` and `CrossPlatformInputManager.GetAxisRaw("Horizontal")`. here
#endif

答案 1 :(得分:0)

我认为您应该使用EventTrigger OnPointerDown和OnPointerUp事件:

http://docs.unity3d.com/ScriptReference/EventSystems.EventTrigger.html

我希望它可以帮到你