我的目的是使角色墙跳/爬/滑,我的滑动部分可以正常工作,但是如果他在墙滑动时跳,他应该“反弹”回墙,问题是我可以平衡力量。在我看到的所有教程中,仅需检测角色是否在墙面滑动,如果他在并且他跳了,就向墙施加相反的力。
这对我不起作用,因为如果我施加足够大的力使他跳起来,他走得太快了,玩家几乎看不到他跳了,他只是看到角色现在在墙上更高。如果我施加较小的力,这还不足以做出很大的跳跃,那么玩家将不得不击打一千次才能使他在墙壁上上升几厘米。
感谢任何帮助,我已经尝试了很多事情,甚至尝试冻结控件,将重力比例设置为0,并使用MoveTowards将角色fo设置到正确的点,这就是我的绝望。
我也是Unity的新手,所以我可能缺少一些非常简单的东西。
以下是显示角色行为的gif: https://imgur.com/a/TgUHzP6
这是我角色的剧本的相关部分:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TheBot : MonoBehaviour {
public float speed;
public int jumpForce;
public Transform groundCheck;
public Transform meleeCheck;
public Transform bulletSpawner;
public LayerMask layerGround;
public float meleeCoolDown;
public float meleeDamage;
private Rigidbody2D body;
private Animator anim;
private Dash dashController;
private Shooter shotController;
private float unloadWaitingTime = 3;
private float idleGunTime = 0;
private bool facingRight = true;
private bool onGround = true;
private bool jumping = false;
private bool attacking = false;
private bool dead = false;
private bool isGunLoaded = false;
private bool isGunLoading = false;
private bool isGunUnloading = false;
private bool takingDamage = false;
private bool dashing = false;
private bool isWallSliding = false;
private float wallJumpTime = 0f;
private Vector3[] wallJumpControlPoint;
// Use this for initialization
void Start () {
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
dashController = GetComponent<Dash>();
shotController = GetComponent<Shooter>();
}
// Update is called once per frame
void Update () {
PlayAnimations();
CheckIfGrounded();
checkIfWallSliding();
dashing = dashController.IsDashing();
if (Input.GetButtonDown("Jump") && (onGround || isWallSliding) && !isGunLoading && !jumping && !takingDamage){
jumping = true;
wallJumpControlPoint = new Vector3[3];
wallJumpControlPoint[0] = body.position;
wallJumpControlPoint[1] = new Vector3(body.position.x +4, body.position.y + 2);
wallJumpControlPoint[2] = new Vector3(body.position.x, body.position.y + 4);
}
if (Input.GetButtonDown("Melee") && !attacking && !isGunLoading){
Attack();
}
if(Input.GetButtonDown("Ranged") && !attacking && !isGunLoading && onGround){
Shoot();
}
if(Input.GetButtonDown("Dash") && !attacking && !isGunLoading && onGround){
dashController.DashTo(facingRight? Dash.RIGHT : Dash.LEFT);
}
if(isGunLoaded){
idleGunTime += Time.deltaTime;
if (idleGunTime >= unloadWaitingTime){
UnloadGun();
}
}
}
void FixedUpdate(){
if(!takingDamage){
float move = Input.GetAxis("Horizontal");
//while charachter is wall sliding, slowly fall
if (isWallSliding){
body.velocity = new Vector2(body.velocity.x, -0.7f);
}
if(!dashing){
if(onGround){
//if not dashing on on ground, walk with normal speed
body.velocity = new Vector2(move * speed, body.velocity.y);
} else {
//if character is not on ground, reduce the speed so he doesn't jump too far away
body.velocity = new Vector2(move * (speed * 0.7f), body.velocity.y);
}
}
if((move < 0 && facingRight) || (move > 0 && !facingRight) ){
//control direction character is facing
Flip();
}
if (jumping){
if(isWallSliding){
body.velocity = new Vector2(30, 20);
} else {
body.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);
}
if(Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.LeftArrow)){
//if is moving while jumping, reduce jump height
body.velocity = new Vector2(body.velocity.x, body.velocity.y*0.8f);
}
onGround = false;
jumping = false;
}
}
}
void CheckIfGrounded(){
onGround = false;
Collider2D[] collisionResults = new Collider2D[2];
int objectsBeneath = Physics2D.OverlapBoxNonAlloc(groundCheck.position, new Vector2(0.9f, 0.3f), 0.0f, collisionResults, layerGround);
for (int i=0; i <objectsBeneath; i++ ){
if (!GameObject.ReferenceEquals(gameObject, collisionResults[i].gameObject)){
onGround = true;
}
}
}
void checkIfWallSliding(){
if (!onGround){
RaycastHit2D[] ray = new RaycastHit2D[1];
int totalRayHits = Physics2D.LinecastNonAlloc(bulletSpawner.position, body.position, ray, 1 << LayerMask.NameToLayer("SolidGround"));
bool wallFound = totalRayHits > 0 && ray[0].collider.gameObject.tag == "SolidGround";
isWallSliding = wallFound && ( (facingRight && Input.GetKey(KeyCode.RightArrow)) || (!facingRight && Input.GetKey(KeyCode.LeftArrow))) ;
} else {
isWallSliding = false;
if (body.velocity.y > 10){
body.velocity = new Vector2(body.velocity.x, 5);
}
}
}
public void Die(){
dead = true;
}
}
答案 0 :(得分:1)
如前所述,您将需要降低跳跃时的水平跳跃加速度/速度。
当您跳墙时,您将向墙壁施压。就像您的代码当前一样,当您处于空中时,您的水平速度将设置为按您所按的方向。这样一来,墙壁上的任何水平运动都很难看清,除非它大得足以在一帧中将您推得很远。
这(以及我们在评论中讨论的更改)是为什么您以前尝试的低跳跃幅度无效的原因。
要解决此问题,您必须更改空气控制的工作方式。解决该问题的一种方法是使它在水平速度上添加一个固定的修改器,而不是直接将其设置为目标速度。
if(!dashing){
if(onGround){
//if not dashing on on ground, walk with normal speed
body.velocity = new Vector2(move * speed, body.velocity.y);
} else {
//if character is not on ground, reduce the speed so he doesn't jump too far away
float airControlAccelerationLimit = 0.5f; // Higher = more responsive air control
float airSpeedModifier = 0.7f; // the 0.7f in your code, affects max air speed
float targetHorizVelocity = move
* speed
* airSpeedModifier; // How fast we are trying to move horizontally
float targetHorizChange = targetHorizVelocity
- body.velocity.x; // How much we want to change the horizontal velocity
float horizChange = Mathf.Clamp(
targetHorizChange ,
-airControlAccelerationLimit ,
airControlAccelerationLimit ); // How much we are limiting ourselves
// to changing the horizontal velocity
body.velocity = new Vector2(body.velocity.x + horizChange, body.velocity.y);
}
}
在您的代码中,这是在确保我们仅更新一次速度或每次AddForce
使用FixedUpdate
的同时。而且,我们还更改了滑墙减速代码,使其仅在玩家下楼速度快于滑坡速度时激活。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TheBot : MonoBehaviour {
public float speed;
public int jumpForce;
public Transform groundCheck;
public Transform meleeCheck;
public Transform bulletSpawner;
public LayerMask layerGround;
public float meleeCoolDown;
public float meleeDamage;
private Rigidbody2D body;
private Animator anim;
private Dash dashController;
private Shooter shotController;
private float unloadWaitingTime = 3;
private float idleGunTime = 0;
private bool facingRight = true;
private bool onGround = true;
private bool jumping = false;
private bool attacking = false;
private bool dead = false;
private bool isGunLoaded = false;
private bool isGunLoading = false;
private bool isGunUnloading = false;
private bool takingDamage = false;
private bool dashing = false;
private bool isWallSliding = false;
private float wallJumpTime = 0f;
private Vector3[] wallJumpControlPoint;
// Use this for initialization
void Start () {
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
dashController = GetComponent<Dash>();
shotController = GetComponent<Shooter>();
}
// Update is called once per frame
void Update () {
PlayAnimations();
CheckIfGrounded();
checkIfWallSliding();
dashing = dashController.IsDashing();
if (Input.GetButtonDown("Jump") && (onGround || isWallSliding) && !isGunLoading && !jumping && !takingDamage){
jumping = true;
wallJumpControlPoint = new Vector3[3];
wallJumpControlPoint[0] = body.position;
wallJumpControlPoint[1] = new Vector3(body.position.x +4, body.position.y + 2);
wallJumpControlPoint[2] = new Vector3(body.position.x, body.position.y + 4);
}
if (Input.GetButtonDown("Melee") && !attacking && !isGunLoading){
Attack();
}
if(Input.GetButtonDown("Ranged") && !attacking && !isGunLoading && onGround){
Shoot();
}
if(Input.GetButtonDown("Dash") && !attacking && !isGunLoading && onGround){
dashController.DashTo(facingRight? Dash.RIGHT : Dash.LEFT);
}
if(isGunLoaded){
idleGunTime += Time.deltaTime;
if (idleGunTime >= unloadWaitingTime){
UnloadGun();
}
}
}
void FixedUpdate(){
if(!takingDamage){
float move = Input.GetAxis("Horizontal");
//while charachter is wall sliding, slowly fall
if (isWallSliding && !jumping && body.velocity.y < -0.7f){
body.velocity = new Vector2(body.velocity.x, -0.7f)
}
if(!dashing){
if(onGround){
//if not dashing on on ground, walk with normal speed
body.velocity = new Vector2(move * speed, body.velocity.y);
} else {
//if character is not on ground, reduce the speed so he doesn't jump too far away
float airControlAccelerationLimit = 0.5f; // Higher = more responsive air control
float airSpeedModifier = 0.7f; // the 0.7f in your code, affects max air speed
float targetHorizVelocity = move
* speed
* airSpeedModifier; // How fast we are trying to move horizontally
float targetHorizChange = targetHorizVelocity
- body.velocity.x; // How much we want to change the horizontal velocity
float horizChange = Mathf.Clamp(
targetHorizChange ,
-airControlAccelerationLimit ,
airControlAccelerationLimit ); // How much we are limiting ourselves
// to changing the horizontal velocity
body.velocity = new Vector2(body.velocity.x + horizChange, body.velocity.y);
}
}
if((move < 0 && facingRight) || (move > 0 && !facingRight) ){
//control direction character is facing
Flip();
}
if (jumping){
if(isWallSliding){
body.velocity = new Vector2(body.velocity.x + 0.25f * jumpForce, jumpForce);
} else {
body.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);
}
if(Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.LeftArrow)){
//if is moving while jumping, reduce jump height
body.velocity = new Vector2(body.velocity.x, body.velocity.y*0.8f);
}
onGround = false;
jumping = false;
}
}
}
void CheckIfGrounded(){
onGround = false;
Collider2D[] collisionResults = new Collider2D[2];
int objectsBeneath = Physics2D.OverlapBoxNonAlloc(groundCheck.position, new Vector2(0.9f, 0.3f), 0.0f, collisionResults, layerGround);
for (int i=0; i <objectsBeneath; i++ ){
if (!GameObject.ReferenceEquals(gameObject, collisionResults[i].gameObject)){
onGround = true;
}
}
}
void checkIfWallSliding(){
if (!onGround){
RaycastHit2D[] ray = new RaycastHit2D[1];
int totalRayHits = Physics2D.LinecastNonAlloc(bulletSpawner.position, body.position, ray, 1 << LayerMask.NameToLayer("SolidGround"));
bool wallFound = totalRayHits > 0 && ray[0].collider.gameObject.tag == "SolidGround";
isWallSliding = wallFound && ( (facingRight && Input.GetKey(KeyCode.RightArrow)) || (!facingRight && Input.GetKey(KeyCode.LeftArrow))) ;
} else {
isWallSliding = false;
}
}
public void Die(){
dead = true;
}
}