我一直在按照Brackeys教程制作2D游戏,现在我正在制作动画。他攻击的动画播放,精灵向两个方向翻转等。但是仍然停留在同一位置。我已经观看并重新观看了本教程,但无法弄清楚。
在添加动画之前,所有功能均正常运行。他在屏幕上移动,他跳了等等。所以我知道他不移动与尝试动画直接相关
这是我按照他的教程制作的玩家移动脚本。
public class playermovement : MonoBehaviour
{
public CharacterController2D controller;
public Animator animator;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
bool Attack = false;
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
animator.SetFloat("Speed", Mathf.Abs(horizontalMove));
if (Input.GetButtonDown("Jump"))
{
jump = true;
animator.SetBool("IsJumping", true);
}
if (Input.GetKeyDown(KeyCode.Mouse0))
{
animator.SetBool("Attack", true);
Attack = false;
}
}
public void OnLanding ()
{
animator.SetBool("IsJumping", false);
}
private void FixedUpdate()
{
controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
jump = false;
}
}
这是我的角色控制器
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move < 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move > 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.tag == "Enemy")
{
Destroy(collision.gameObject);
}
}
}
答案 0 :(得分:0)
现在要帮助OP可能已经有点晚了,但是我今天遇到了完全相同的问题,最后终于解决了。 我正在缩放某些动画的主要对象。要修复此问题,我进入并删除了主容器对象的所有缩放比例,而是分别缩放了内部对象,现在可以进行翻转了。
很明显,动画缩放会干扰控制器的翻转缩放。
答案 1 :(得分:0)
尝试此代码,但请确保您的角色具有2DRigidbody和2DBoxcollider,并注意脚本的名称为“ Character2DController” 希望对您有所帮助;)
using UnityEngine;
public class Character2DController : MonoBehaviour
{
public float MovementSpeed = 1;
public float JumpForce = 1;
public Animator animator;
private bool facingRight;
private Rigidbody2D _rigidbody;
void Start()
{
facingRight = true;
_rigidbody = GetComponent<Rigidbody2D>();
}
void Update()
{
if (Input.GetAxis("Horizontal") < 0)
{
transform.localScale = new Vector2 (-1.5f, transform.localScale.y);
}
if (Input.GetAxis("Horizontal") > 0)
{
transform.localScale = new Vector2(1.5f, transform.localScale.y);
}
var movement = Input.GetAxis("Horizontal");
transform.position += new Vector3(movement, 0, 0) * Time.deltaTime * MovementSpeed;
animator.SetFloat("Movement Speed", Mathf.Abs(movement));
{
}
if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W) || Input.GetButtonDown("Jump")) && Mathf.Abs(_rigidbody.velocity.y) < 0.001f)
{
_rigidbody.AddForce(new Vector2(0, JumpForce), ForceMode2D.Impulse);
}
}`enter code here`
}
答案 2 :(得分:-1)
您可以在调试时检查horizontalMove
中的值,也可以添加Debug.Log
语句在测试时检查其值,只是为了确保该值是期望值。
还要确保已分配controller
。