首先感谢大家阅读我的问题,
我正在尝试创建一个像地铁表面这样的永远运行的游戏,我在update()
脚本py中启动了payerControl
函数,迫使刚体以10的速度向前移动,然后代码中的miningd然后我在键盘上按下向上箭头时添加了跳跃输入,但问题是角色有时会跳跃并且大部分时间不会跳跃,因为跳跃布尔值会在不到一秒的时间内变为真,然后返回到假,他们有什么办法让跳跃过程停留2秒钟?
字符控制代码:
using UnityEngine;
using System.Collections;
public class player : MonoBehaviour {
public Animator anim;
public Rigidbody rbody;
public float verticalJumpPower;
public float horizantalJumpPower;
public float playerVelocity;
// Use this for initialization
void Start ()
{
anim = GetComponent<Animator>();
rbody = GetComponent<Rigidbody>();
verticalJumpPower = 50f;
horizantalJumpPower = 30f;
playerVelocity = 10f;
}
// Update is called once per frame
void Update ()
{
rbody.velocity = new Vector3(rbody.velocity.x,rbody.velocity.y,playerVelocity*Time.deltaTime);
rbody.transform.rotation = Quaternion.identity;
if(Input.GetKeyDown (KeyCode.UpArrow))
{
anim.SetBool("jump",true);
rbody.AddForce(new Vector3(0,verticalJumpPower,horizantalJumpPower));
}
else
{
anim.SetBool("jump", false);
}
if(Input.GetKey(KeyCode.LeftArrow))
{
Vector3 currentPosition = rbody.transform.position;
Vector3 leftPosition = new Vector3(rbody.transform.position.x+Constants.PLAYER_LEFT_DISTANCE, rbody.transform.position.y,rbody.transform.position.z);
rbody.transform.position = Vector3.Lerp(currentPosition,leftPosition,Time.deltaTime);
}
if(Input.GetKey(KeyCode.RightArrow))
{
Vector3 currentPosition = rbody.transform.position;
Vector3 rightPosition = new Vector3(rbody.transform.position.x+Constants.PLAYER_RIGHT_DISTANCE, rbody.transform.position.y,rbody.transform.position.z);
rbody.transform.position = Vector3.Lerp(currentPosition,rightPosition,Time.deltaTime);
}
if(Input.GetKey(KeyCode.DownArrow))
{
anim.SetBool("isSlide",true);
rbody.velocity = new Vector3(0f, 0f,5f);
anim.applyRootMotion = false;
}
else
{
anim.SetBool("isSlide", false);
anim.applyRootMotion = true;
}
}
}
答案 0 :(得分:1)
GetKeyDown()仅在初始按键的帧中返回true。现在我期望发生的是: 一个keydown的第一帧触发跳跃动画并添加力,这一行的下一帧
rbody.velocity = new Vector3(rbody.velocity.x,rbody.velocity.y,playerVelocity*Time.deltaTime);
重置z速度然后我们点击其他条件
else
{
anim.SetBool("jump", false);
}
并关闭动画。您可能希望使跳转动画运行2秒并让它触发事件以在之后重置速度。或者你想要而不是立即运行效果,让按键改变对象的某些状态(可能存储游戏时间,之后你应该清除标志并重置速度和动画状态)