我正在Unity3d开发一款无尽的亚军游戏,我遇到了这个问题。我已经让我的角色跳跃,这样做,我已经使用Unity中的曲线功能来改变角色高度和跳跃时的中心。
然后我遇到了这个问题。当我按下跳跃按钮时,我会使动画片段以没有向上推力或任何物理的方式运行。简单地说,我正在减少对撞机高度和中心点。但是在这样做的时候,由于我已经实施了引力,我的角色往往会下降,因为最终我的角色应该倒下。
我唯一不想引入引力的是当我跳跃时(跳跃动画正在运行时)。我该怎么做呢。或者有关如何解决此错误的任何建议?
以下是我为跳跃而实施的代码。
private float verticalVelocity;
public float gravity = 150.0f;
private bool grounded = true;
private bool jump = false;
private float currentY;
private Animator anim;
private AnimatorStateInfo currentBaseState;
private static int fallState = Animator.StringToHash("Base Layer.Fall");
private static int rollState = Animator.StringToHash("Base Layer.Roll");
private static int locoState = Animator.StringToHash("Base Layer.Run");
private static int jumpState = Animator.StringToHash("Base Layer.Jump");
private void Update()
{
currentY = verticalVelocity * Time.fixedDeltaTime;
currentBaseState = anim.GetCurrentAnimatorStateInfo(0);
grounded = true;
if (isGround() && currentY < 0f)
{
verticalVelocity = 0f;
currentY = 0f;
grounded = true;
jump = false;
fall = false;
if (currentBaseState.fullPathHash == locoState)
{
if (Input.GetButtonDown("Jump") && grounded && currentY == 0f)
{
grounded = false;
jump = true;
verticalVelocity = 0f; //I have tried here to stop gravity but don't work
follower.motion.offset = new Vector2(follower.motion.offset.x, verticalVelocity);
}
}
else if (currentBaseState.fullPathHash == jumpState)
{
Debug.Log("Jumping state");
collider.height = anim.GetFloat("ColliderHeight");
collider.center = new Vector3(0f, anim.GetFloat("ColliderY"), 0f);
}
}
else if (jump)
{
follower.motion.offset = new Vector2(follower.motion.offset.x, 0.0f); //I have tried here to stop gravity but don't work
}
else
{
grounded = false;
jump = false;
fall = true;
}
anim.SetBool("Grounded", grounded);
anim.SetBool("Jump", jump);
anim.SetBool("Fall", fall);
if (fall)
{
if (currentBaseState.fullPathHash == fallState)
{
Debug.Log("falling");
collider.height = anim.GetFloat("ColliderHeight");
collider.center = new Vector3(0f, anim.GetFloat("ColliderY"), 0f);
}
}
else
{
if (currentBaseState.fullPathHash == rollState)
{
Debug.Log("Roll");
collider.height = anim.GetFloat("ColliderHeight");
collider.center = new Vector3(0f, anim.GetFloat("ColliderY"), 0f);
}
}
MoveLeftRight();
verticalVelocity -= gravity * Time.fixedDeltaTime;
follower.motion.offset = new Vector2(follower.motion.offset.x, currentY);
Z - Forward and Backward
follower.followSpeed = speed;
}
答案 0 :(得分:1)
要以编程方式禁用场景的重力,可以使用:
if (isGrounded)
{
Physics.gravity = new Vector3(0, -9.8f, 0);
} else {
// Here the value you prefer
Physics.gravity = new Vector3(0, -0.1f, 0);
}
但是使用这种方法,场景中的其他元素也不会受到引力的影响,我不确定你是否想要这个。
因此,要禁用特定GameObject的重力,您可以编写:
rb = GetComponent<Rigidbody>();
rb.useGravity = false;
另一种选择(我从未尝试过自己)是这样的:在GameObject上施加一个力来补偿重力(在y轴上应为-9.8f)
private void Start()
{
rb = GetComponent<Rigidbody>();
}
private void FixedUpdate()
{
rb.AddForce(transform.down * 9.8f);
}
或者也许是恒力:
GetComponent<ConstantForce>().force = new Vector3(0, 9.8f, 0);
答案 1 :(得分:0)
在字符选项中,当您选择对象时,应该有一个选项来禁用它。
编辑:它在刚体下.useGravity
https://docs.unity3d.com/ScriptReference/Rigidbody-useGravity.html