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!!!
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);
}
}