仅在上升时才能使轴上的触摸运动平稳?

时间:2018-12-27 18:56:49

标签: c# unity3d touch game-physics

我是Unity和c#的新手。我正在创建一个手机项目。我只想在喷气机升起时通过左右触摸来移动喷气机Axis位置

if (Input.touchCount > 0)
      {
           Touch touch = Input.GetTouch(0);

                 switch (touch.phase)
                 {
                    case TouchPhase.Began:
          if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
            {
                    //side to side movement
                     if (touch.position.x < Screen.width / 2)
                        rb.velocity = new Vector2(- 2f, transform.position.y);
                     if (touch.position.x > Screen.width / 2)
                        rb.velocity = new Vector2(+ 2f, transform.position.y);
                }
                   break;
                  case TouchPhase.Ended:
                      rb.velocity = new Vector2(0f, 0f);
                      break;
          }

喷气机具有Addforce,因此当我左右触摸时,喷气机速度会降低。

喷气机代码:

switch (JetOn)
        {
            case true:
             StartCoroutine(BurnFuel());
             rb.AddForce(new Vector2(0f, JumpForce), ForceMode2D.Force);
                break;
            case false:
                rb.AddForce(new Vector2(0f, 0f), ForceMode2D.Force);
                break;
       }

1 个答案:

答案 0 :(得分:0)

请勿混用AddForce并手动分配给velocity。直接分配给velocity会使AddForce行为异常,并经常导致它永远无法工作。

选择一个,然后将其用于制作该帧所需的每个速度变化。

以下是您的代码示例,仅分配给velocity

if (Input.touchCount > 0)
{
    Touch touch = Input.GetTouch(0);

    switch (touch.phase)
    {
        case TouchPhase.Began:
            if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
            {
                //side to side movement
                if (touch.position.x < Screen.width / 2)
                    // I think you mean rb.velocity.y here instead of transform.position.y 
                    rb.velocity = new Vector2(- 2f, rb.velocity.y);
                if (touch.position.x > Screen.width / 2)
                    rb.velocity = new Vector2(+ 2f, rb.velocity.y);
            }
            break;
        case TouchPhase.Ended:
            rb.velocity = new Vector2(0f, 0f);
            break;
    }
}

...

switch (JetOn)
{
    case true:
        StartCoroutine(BurnFuel());
        rb.velocity += new Vector2(0f, JumpForce) / rb.mass;
        break;
    case false:
        // unnecessary but included for example purposes
        // rb.velocity += new Vector2(0f, 0f) / rb.mass;
        break;
}