我有一个测试2D游戏,我的玩家从左向右移动,当他到达屏幕的末端时,它只会在另一侧进行转换。我改变了主意,让我的球员对角线移动。它确实有效,但我不知道如何让播放器在屏幕结束时停止。我不希望它在另一边转变,而是停止。到目前为止,我所有的结果都是边缘有些毛刺或根本没有停止。我提供了我的PlayerController脚本。现在我的玩家对角线移动,他将继续在屏幕边缘后继续。如果有人可以帮助我,我将非常感激。我从未想过我会处理对角线运动,但我真的想学习如何去做。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerController : MonoBehaviour {
public float speed = 7;
public float speedy = 7;
public event System.Action OnPlayerDeath;
float screenHalfWidthInWorldUnits;
Rigidbody2D rb;
void Start () {
rb = GetComponent<Rigidbody2D>();
float halfPlayerWidth = transform.localScale.x / 2f;
screenHalfWidthInWorldUnits = Camera.main.aspect * Camera.main.orthographicSize;
}
void Update()
{
float inputX = Input.GetAxisRaw("Horizontal");
float velocity = inputX * speed;
transform.Translate(Vector2.right * velocity * Time.deltaTime);
}
public void MoveRight()
{
rb.velocity = new Vector2(speed, speedy);
}
public void MoveLeft()
{
rb.velocity = new Vector2(-speed, -speedy);
}
public void Stop()
{
rb.velocity = Vector2.zero;
}
void OnTriggerEnter2D(Collider2D triggerCollider)
{
if (triggerCollider.tag =="Box")
{
if (OnPlayerDeath != null)
{
OnPlayerDeath();
}
Destroy(gameObject);
}
}
}
答案 0 :(得分:1)
您可以检查播放器是否位于您定义为地图边框的位置。
如果分别检查x轴和y轴,则可以将x或y轴锁定到边框而不是更远。
以下是我之前制作的脚本示例。
如果我理解正确,你希望能够对角移动。在我下面的示例脚本中,您可以直接和对角移动,也可以在边缘之间扭曲,或者在您想要的时候停在边缘。
这个脚本比你需要的更先进,所以如果有什么事情让你感到困惑,请告诉我。
请注意,如果您将布尔_ShouldWarp设置为false,他将停在边框处,否则他将从地图的边缘到边缘扭曲。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public float _Speed = 5f;
public WorldBounds _WorldBounds;
public bool _ShouldWarp; //If _ShouldWarp is false, will block players movement instead.
void Update()
{
Move();
WarpIfAtBoundary();
}
void Move()
{
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
transform.Translate(Vector3.right * Time.deltaTime * _Speed * horizontal);
transform.Translate(Vector3.up * Time.deltaTime * _Speed * vertical);
}
void WarpIfAtBoundary()
{
//X Axis
//If player is at positive X boundary
if (transform.position.x > (_WorldBounds.xPlus + _WorldBounds.xBuffer))
{
if (_ShouldWarp) //Teleport/warp player is set to enabled
{
transform.position = new Vector3(_WorldBounds.xMinus, transform.position.y, transform.position.z);
}
else //Otherwise keep player in border position
{
transform.position = new Vector3(_WorldBounds.xPlus + _WorldBounds.xBuffer, transform.position.y, transform.position.z);
}
}
//Else if player is at negative X boundary
else if (transform.position.x < (_WorldBounds.xMinus - _WorldBounds.xBuffer))
{
if (_ShouldWarp)//Teleport/warp player is set to enabled
{
transform.position = new Vector3(_WorldBounds.xPlus, transform.position.y, transform.position.z);
}
else //Otherwise keep player in border position
{
transform.position = new Vector3(_WorldBounds.xMinus - _WorldBounds.xBuffer, transform.position.y, transform.position.z);
}
}
//Y Axis
//If player is at positive Y boundary
if (transform.position.y > (_WorldBounds.yPlus + _WorldBounds.yBuffer))
{
if (_ShouldWarp)//Teleport/warp player is set to enabled
{
transform.position = new Vector3(transform.position.x, _WorldBounds.yMinus, transform.position.z);
}
else //Otherwise keep player in border position
{
transform.position = new Vector3(transform.position.x, _WorldBounds.yPlus + _WorldBounds.yBuffer, transform.position.z);
}
}
//Else if player is at negative Y boundary
else if (transform.position.y < (_WorldBounds.yMinus - _WorldBounds.yBuffer))
{
if (_ShouldWarp)//Teleport/warp player is set to enabled
{
transform.position = new Vector3(transform.position.x, _WorldBounds.yPlus, transform.position.z);
}
else //Otherwise keep player in border position
{
transform.position = new Vector3(transform.position.x, _WorldBounds.yMinus - _WorldBounds.yBuffer, transform.position.z);
}
}
}
}
//Set as serializable so it displays correctly in Unity's inspector window.
[System.Serializable]
public class WorldBounds
{
[Header("Bounds")]
public float xMinus = -9.4f;
public float xPlus = 9.4f;
public float yMinus = -9.4f;
public float yPlus = 9.4f;
[Header("BufferZone")]
public float xBuffer = 1f;
public float yBuffer = 1f;
}
编辑:
通过添加,我可以将动作分配给我的两个按钮。一个是向上和向右,另一个是向下和向左。
void Move()
{
float horizontal = Input.GetAxisRaw("Horizontal");
transform.Translate(Vector3.right * Time.deltaTime * _Speed * horizontal);
transform.Translate(Vector3.up * Time.deltaTime * _Speed * horizontal);
}
这应该可以左右对角地向上和向下移动。
我做的改变是使用水平输入进行X和Y移动。
我不需要扭曲。只是步入已定义的边界
您可以将Warp布尔值设置为false或从代码中删除扭曲部分:-),应该可以。