如何在C#中重复操作以修复跳转机制

时间:2019-05-19 13:11:22

标签: loops unity3d visual-studio-2017

我正在创建一个基本的2D平台游戏,但是跳转机制只会运行一次,然后直接降落。我该如何循环?

我尝试了检测冲突(来自标记:地形),这确实有很大帮助,但是仍然无法正常工作。

这是我的代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController2D : MonoBehaviour
{
    private Rigidbody2D rb2D;

    private Vector2 velocity;

    Vector2 xvelocity = new Vector2(10, 0);
    Vector2 yvelocity = new Vector2(0, 10);

    public float jumptime;
    bool grounded = true;

    bool jump = false;

    void Start()
    {
        rb2D = GetComponent<Rigidbody2D>();
    }

    void Update()
    {
        if (Input.GetButton("Jump"))
        {
            jump = true;
        }

    }

    private void FixedUpdate()
    {
        //Debug.Log(Input.GetAxisRaw("Vertical"));
        if (left == true)
        {
            //Debug.Log("Left");
            rb2D.MovePosition(rb2D.position + -xvelocity * Time.fixedDeltaTime);
        }

        if (right == true)
        {
            //Debug.Log("Right"); 
            rb2D.MovePosition(rb2D.position + xvelocity * Time.fixedDeltaTime);
        }

        //if (jump == true && grounded == true)
        //{
        //    jumptime -= Time.fixedDeltaTime;
        //    if (jumptime > 0)
        //    {
        //        rb2D.MovePosition(rb2D.position + yvelocity * Time.fixedDeltaTime);
        //    }
        //    if (jumptime <= 0)
        //    {
        //        jump = false;
        //        jumptime = 2;
        //    }

        if (jump == true && grounded == true && jumptime > 0)
        {
            jumptime -= Time.fixedDeltaTime;
            rb2D.MovePosition(rb2D.position + yvelocity * Time.fixedDeltaTime);
        } else if (jumptime <= 0)
        {
            jump = false;
            jumptime = 2f;
        }

        //if (Time.fixedDeltaTime >= 2)
        //{
        //    jump = false;
        //    rb2D.MovePosition(rb2D.position + -yvelocity * Time.fixedDeltaTime);
        //}
    }

    void OnCollisionExit2D(Collision2D other)
    {
        Debug.Log("No longer in contact with " + other.transform.name);
        jump = true;
        grounded = false;
    }

    void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Terrain")
        {
            Debug.Log("Landed");
            jump = false;
            grounded = true;
        }
    }
}

预期结果是动作“跳跃”将以良好的高度(vector2 yvelocity)循环约1 / 1.5秒,因此它将跳得更高并随后下降(由于刚体的重力作用(2D)) )

1 个答案:

答案 0 :(得分:0)

如评论中所述,我认为主要问题来自此行代码。

if (jump == true && grounded == true && jumptime > 0)

这些布尔值之一很可能不是您期望的那样。无论如何,我建议您像这样转换行:

if (jump && grounded && jumptime > 0)

对于布尔值,您不需要== true。

无论如何,为了以一种更简单的方式解决您的问题,我建议您使用AddForce而不是move(因为无论如何您都使用rigibody2d)。

rb2D.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);

关于水平速度的小注释。如果您使用的是刚体,最好使用相同的刚体而不是通过变换来移动它:

rb2D.MovePosition(rb2D.position + Vector2.left * xspeed * Time.fixedDeltaTime);

您的代码将变为:

public class PlayerController2D : MonoBehaviour
{
    private Rigidbody2D rb2D;

    private Vector2 velocity;

    public float jumpForce = 5;
    bool grounded = true;

    void Start() { rb2D = GetComponent<Rigidbody2D>(); }

    void Update()
    {
        if (Input.GetButton("Jump") && grounded)
            rb2D.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);

        //calculate horizontal speed here
        xspeed = ...;

    }

    private void FixedUpdate()
    {
        rb2D.MovePosition(rb2D.position + Vector2.left * xspeed * Time.fixedDeltaTime);
    }

    void OnCollisionExit2D(Collision2D other)
    {
        Debug.Log("No longer in contact with " + other.transform.name);
        grounded = false;
    }

    void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Terrain")
        {
            Debug.Log("Landed");
            grounded = true;
        }
    }
}