Unity2D中的DoubleJumping限制

时间:2017-04-12 04:18:53

标签: c# unity3d

看看Unity上的帮助论坛,我很快发现我所看到的语法真的已经过时了(同样的事情在这里:Unity Doublejump in C#)。

这是我正在谈论的文章: http://answers.unity3d.com/questions/753238/restrict-number-of-double-jumps.html

例如,在void Awake()中,在当前版本的Unity I使用中,它表示rigidbody2D.fixedAngle = true;不再支持,我需要对我试图编程的gameObject使用约束(我应该使用什么轴... x,y或z?)。在进行一些编辑之后,在查找错误消息之后,我能够将所有rigidbody2D.velocity更改为更新的语法,即GetComponent()。speedocity。

这是我的代码:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class NewBehaviourScript : MonoBehaviour {

public float speed = 6.0f;
//public float j
Transform groundCheck;
//private float overlapRadius = 0.2f;
public LayerMask whatisGround;
private bool grounded = false;
private bool jump = false;
public float jumpForce = 700f;
private bool doubleJump = false;
public int dJumpLimit = 5;

void Start()
{
    groundCheck = transform.Find ("groundcheck");
    PlayerPrefs.SetInt ("doublejumps", dJumpLimit);
}

void Update()
{
    if (Input.GetKey(KeyCode.Space)) 
    {
        jump = true;
    }
    //perhaps put A and D here?
}
void FixedUpdate()
{
    //to check if Mario is on the ground

    //overlap collider replace Overlap Circle???
    //overlap point??
    //grounded = GetComponent<Rigidbody2D> ().OverlapCollision(groundCheck.position, overlapRadius, whatisGround);

    if (grounded)
        doubleJump = false;

    if (dJumpLimit < 1)
        doubleJump = true;

    bool canJump = (grounded || !doubleJump);

    if (jump && canJump) {
        GetComponent<Rigidbody2D> ().velocity = new Vector2 (GetComponent<Rigidbody2D> ().velocity.x, 0);
        GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));

        if (!doubleJump && !grounded) {
            doubleJump = true;
            dJumpLimit--;

        }

    }

        jump = false;


        //code that will work with the limits?
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);

        //this will make it stack?
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.x);
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);
    }

}

好的是它最终能够编译。但我仍然不知道约束是如何工作的(它们阻止x,y,z轴上的运动对吗?)。跳跃仍然没有顶点,而变量dJumpLimit似乎并没有停止所有的跳跃!我试图破解布尔人试图完成的事情也很麻烦,如果你告诉我过时的代码试图做什么,以及我没有做到这一点,那将会有很大的帮助。这对我很有帮助。非常感谢你帮忙!!!

1 个答案:

答案 0 :(得分:0)

我添加了相同的代码以及一些其他注释来帮助您。

基本思路是允许在某些条件下跳跃,并允许在某些其他条件下跳跃,

尝试从逻辑上考虑它,马里奥只有只有当他在地面时跳,所以我们需要检查每一帧。如果他接地,并且球员按空间,我们会让他跳起来。

现在,我们希望马里奥能够双跳,但前提是他已经在空中(否则它只是一次常规跳跃)并且只有当他还没有跳过这个时候#&# 34;电流&#34;跳。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewBehaviourScript : MonoBehaviour {

    public float speed = 6.0f;
    //public float j
    Transform groundCheck;  // For checking if grounded
    //private float overlapRadius = 0.2f;  // For checking if grounded
    public LayerMask whatisGround;  // A layer mask to distinguish what is considered as ground
    private bool grounded = false;  // True when Mario is touching ground
    private bool jump = false;      // Flag to check when player intends to jump
    public float jumpForce = 700f;  // How much force we will apply to our jump
    private bool doubleJump = false;  // This becomes true once we have double-jumped
    public int dJumpLimit = 5;  // A limit to prevent too many jumps happening

    void Start()
    {
        // Find the Transform called "groundcheck"
        groundCheck = transform.Find ("groundcheck"); 
        // Set the PlayerPrefs integer called "doublejumps" to the value of dJumpLimit
        PlayerPrefs.SetInt ("doublejumps", dJumpLimit);
    }

    void Update()
    { 
        // If Space is being pressed...
        if (Input.GetKey(KeyCode.Space)) 
        {
            jump = true;  // Set jump bool to true to indicate our intention to jump
        }
    //perhaps put A and D here?
    }

    void FixedUpdate()
    {
        //to check if Mario is on the ground - this is necessary so we can't jump forever

        //overlap collider replace Overlap Circle???
        //overlap point??
        //grounded = GetComponent<Rigidbody2D> ().OverlapCollision(groundCheck.position, overlapRadius, whatisGround);

        // If Mario is touching ground...
        if (grounded)
            doubleJump = false;  // Make sure that as we are grounded we are not allowed to "jump again"

        if (dJumpLimit < 1)
            doubleJump = true;
        // Set a new bool to true if grounded is true OR doubleJump is false
        bool canJump = (grounded || !doubleJump);

        // If the player pressed space AND we are allowed to jump...
        if (jump && canJump) {
            // Apply existing x velocity to the x direction 
            GetComponent<Rigidbody2D> ().velocity = new Vector2 (GetComponent<Rigidbody2D> ().velocity.x, 0);
            // Apply our jump force to the y direction 
            GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));

        // If doubleJump is false AND we are not grounded...
        if (!doubleJump && !grounded) {
            doubleJump = true;  // We have double jumped so set to true
            dJumpLimit--;  // Decrement one from dJumpLimit
        }
    }

        jump = false;  // Reset the jump bool to false

        //code that will work with the limits?
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);

        //this will make it stack?
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.x);
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);
    }
}