我是Unity和C#的新手,正尝试制作2D游戏。
附加了所有过渡的动画师控制器屏幕截图,从空闲到跳转的{isGrounded
)布尔值为false,从跳转到空闲的布尔值为true,从运行到跳转的布尔值为false,但是在这种情况下,角色没有不会跳跃,它会摇晃,从怠速过渡到非常快的跳跃。当我删除跳跃动画时,角色会正常移动,但当然不会跳跃。这可能是什么问题?
这也是CharacterController2D
脚本:
public float jumpForce = 600f;
// player health
public int playerHealth = 1;
// LayerMask to determine what is considered ground for the player
public LayerMask whatIsGround;
internal void EnemyBounce(CharacterController2D characterController2D)
{
throw new NotImplementedException();
}
// Transform just below feet for checking if player is grounded
public Transform groundCheck;
// player can move?
// we want this public so other scripts can access it but we don't want to show in editor as it might confuse designer
[HideInInspector]
public bool playerCanMove = true;
// SFXs
public AudioClip coinSFX;
public AudioClip deathSFX;
public AudioClip fallSFX;
public AudioClip jumpSFX;
public AudioClip victorySFX;
// private variables below
// store references to components on the gameObject
Transform _transform;
Rigidbody2D _rigidbody;
Animator _animator;
AudioSource _audio;
// hold player motion in this timestep
float _vx;
float _vy;
// player tracking
bool _facingRight = true;
bool _isGrounded = false;
bool _isRunning = false;
bool _canDoubleJump = false;
// store the layer the player is on (setup in Awake)
int _playerLayer;
// number of layer that Platforms are on (setup in Awake)
int _platformLayer;
void Awake()
{
// get a reference to the components we are going to be changing and store a reference for efficiency purposes
_transform = GetComponent<Transform>();
_rigidbody = GetComponent<Rigidbody2D>();
if (_rigidbody == null) // if Rigidbody is missing
Debug.LogError("Rigidbody2D component missing from this gameobject");
_animator = GetComponent<Animator>();
if (_animator == null) // if Animator is missing
Debug.LogError("Animator component missing from this gameobject");
_audio = GetComponent<AudioSource>();
if (_audio == null)
{ // if AudioSource is missing
Debug.LogWarning("AudioSource component missing from this gameobject. Adding one.");
// let's just add the AudioSource component dynamically
_audio = gameObject.AddComponent<AudioSource>();
}
// determine the player's specified layer
_playerLayer = this.gameObject.layer;
// determine the platform's specified layer
_platformLayer = LayerMask.NameToLayer("Platform");
}
// this is where most of the player controller magic happens each game event loop
void Update()
{
// exit update if player cannot move or game is paused
if (!playerCanMove || (Time.timeScale == 0f))
return;
// determine horizontal velocity change based on the horizontal input
_vx = CrossPlatformInputManager.GetAxisRaw("Horizontal");
// Determine if running based on the horizontal movement
if (_vx != 0)
{
_isRunning = true;
}
else
{
_isRunning = false;
}
// set the running animation state
_animator.SetBool("Running", _isRunning);
// get the current vertical velocity from the rigidbody component
_vy = _rigidbody.velocity.y;
// Check to see if character is grounded by raycasting from the middle of the player
// down to the groundCheck position and see if collected with gameobjects on the
// whatIsGround layer
_isGrounded = Physics2D.Linecast(_transform.position, groundCheck.position, whatIsGround);
// allow double jump after grounded
if (_isGrounded)
{
_canDoubleJump = true;
}
// Set the grounded animation states
_animator.SetBool("Grounded", _isGrounded);
if (_isGrounded && CrossPlatformInputManager.GetButtonDown("Jump")) // If grounded AND jump button pressed, then allow the player to jump
{
DoJump();
}
else if (_canDoubleJump && CrossPlatformInputManager.GetButtonDown("Jump")) // If candoublejump and jump button pressed, then allow player to double jump
{
DoJump();
// disable double hump after double jumping since you can only really do it once
_canDoubleJump = false;
}
// If the player stops jumping mid jump and player is not yet falling
// then set the vertical velocity to 0 (he will start to fall from gravity)
if (CrossPlatformInputManager.GetButtonUp("Jump") && _vy > 0f)
{
_vy = 0f;
}
// Change the actual velocity on the rigidbody
_rigidbody.velocity = new Vector2(_vx * moveSpeed, _vy);
// if moving up then don't collide with platform layer
// this allows the player to jump up through things on the platform layer
// NOTE: requires the platforms to be on a layer named "Platform"
Physics2D.IgnoreLayerCollision(_playerLayer, _platformLayer, (_vy > 0.0f));
}
// Checking to see if the sprite should be flipped
// this is done in LateUpdate since the Animator may override the localScale
// this code will flip the player even if the animator is controlling scale
void LateUpdate()
{
// get the current scale
Vector3 localScale = _transform.localScale;
if (_vx > 0) // moving right so face right
{
_facingRight = true;
}
else if (_vx < 0)
{ // moving left so face left
_facingRight = false;
}
// check to see if scale x is right for the player
// if not, multiple by -1 which is an easy way to flip a sprite
if (((_facingRight) && (localScale.x < 0)) || ((!_facingRight) && (localScale.x > 0)))
{
localScale.x *= -1;
}
// update the scale
_transform.localScale = localScale;
}
// if the player collides with a MovingPlatform, then make it a child of that platform
// so it will go for a ride on the MovingPlatform
void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.tag == "MovingPlatform")
{
this.transform.parent = other.transform;
}
}
// if the player exits a collision with a moving platform, then unchild it
void OnCollisionExit2D(Collision2D other)
{
if (other.gameObject.tag == "MovingPlatform")
{
this.transform.parent = null;
}
}
//make the player jump
void DoJump()
{
// reset current vertical motion to 0 prior to jump
_vy = 0f;
// add a force in the up direction
_rigidbody.AddForce(new Vector2(4, jumpForce));
// play the jump sound
PlaySound(jumpSFX);
}
// do what needs to be done to freeze the player
void FreezeMotion()
{
playerCanMove = false;
_rigidbody.velocity = new Vector2(0, 0);
_rigidbody.isKinematic = true;
}
// do what needs to be done to unfreeze the player
void UnFreezeMotion()
{
playerCanMove = true;
_rigidbody.isKinematic = false;
}
// play sound through the audiosource on the gameobject
void PlaySound(AudioClip clip)
{
_audio.PlayOneShot(clip);
}
// public function to apply damage to the player
public void ApplyDamage(int damage)
{
if (playerCanMove)
{
playerHealth -= damage;
if (playerHealth <= 0)
{ // player is now dead, so start dying
PlaySound(deathSFX);
StartCoroutine(KillPlayer());
}
}
}
// public function to kill the player when they have a fall death
public void FallDeath()
{
if (playerCanMove)
{
playerHealth = 0;
PlaySound(fallSFX);
StartCoroutine(KillPlayer());
}
}
// coroutine to kill the player
IEnumerator KillPlayer()
{
if (playerCanMove)
{
// freeze the player
FreezeMotion();
// play the death animation
_animator.SetTrigger("Death");
// After waiting tell the GameManager to reset the game
yield return new WaitForSeconds(2.0f);
if (GameManager.gm) // if the gameManager is available, tell it to reset the game
GameManager.gm.ResetGame();
else // otherwise, just reload the current level
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
public void CollectCoin(int amount)
{
PlaySound(coinSFX);
if (GameManager.gm) // add the points through the game manager, if it is available
GameManager.gm.AddPoints(amount);
}
// public function on victory over the level
public void Victory()
{
PlaySound(victorySFX);
FreezeMotion();
_animator.SetTrigger("Victory");
if (GameManager.gm) // do the game manager level compete stuff, if it is available
GameManager.gm.LevelCompete();
}
// public function to respawn the player at the appropriate location
public void Respawn(Vector3 spawnloc)
{
UnFreezeMotion();
playerHealth = 1;
_transform.parent = null;
_transform.position = spawnloc;
_animator.SetTrigger("Respawn");
}
public void EnemyBounce()
{
DoJump();
}
}
我还尝试添加一个单独的Jump脚本,它不起作用。
答案 0 :(得分:0)
在阅读代码的同时做些笔记...
此:
// Determine if running based on the horizontal movement
if (_vx != 0)
{
_isRunning = true;
}
else
{
_isRunning = false;
}
// set the running animation state
_animator.SetBool("Running", _isRunning);
可以替换为
_isRunning = _vx != 0;
_animator.SetBool("Running", _isRunning);
甚至只是创建属性访问器
bool _isRunning {
get {
return _vx != 0;
}
}
关于您的实际问题;我看不到您的转换,但我假设它们有问题,请继续尝试通过删除SetBools进行调试,并检查Animator触发了什么。任何状态->空闲状态都很可疑。