我基本上已经逐步遵循了所有步骤。
这是代码。
AT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PhysicsObject : MonoBehaviour
{
public float minGroundNormalY = .65f;
public float gravityModifier = 1f;
protected Vector2 targetVelocity;
protected bool grounded;
protected Vector2 groundNormal;
protected Rigidbody2D rb2d;
protected Vector2 velocity;
protected ContactFilter2D contactFilter;
protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16];
protected List<RaycastHit2D> hitBufferList = new List<RaycastHit2D>(16);
protected const float minMoveDistance = 0.001f;
protected const float shellRadius = 0.01f;
void OnEnable()
{
rb2d = GetComponent<Rigidbody2D>();
}
// Start is called before the first frame update
void Start()
{
contactFilter.useTriggers = false;
contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask (gameObject.layer));
contactFilter.useLayerMask = true;
}
// Update is called once per frame
void Update()
{
targetVelocity = Vector2.zero;
ComputeVelocity();
}
protected virtual void ComputeVelocity()
{
}
void FixedUpdate()
{
velocity += gravityModifier * Physics2D.gravity * Time.deltaTime;
velocity.x = targetVelocity.x;
grounded = false;
Vector2 deltaPosition = velocity * Time.deltaTime;
Vector2 moveAlongGround = new Vector2(groundNormal.y, -groundNormal.x);
Vector2 move = moveAlongGround * deltaPosition.x;
Movement(move, false);
move = Vector2.up * deltaPosition.y;
Movement(move, true);
}
void Movement(Vector2 move, bool yMovement)
{
float distance = move.magnitude;
if (distance > minMoveDistance)
{
int count = rb2d.Cast(move, contactFilter, hitBuffer, distance + shellRadius);
hitBufferList.Clear();
for (int i = 0; i < count; i++)
{
hitBufferList.Add(hitBuffer[i]);
}
for (int i = 0; i < hitBufferList.Count; i++)
{
Vector2 currentNormal = hitBufferList[i].normal;
if (currentNormal.y < minGroundNormalY)
{
grounded = true;
if (yMovement)
{
groundNormal = currentNormal;
currentNormal.x = 0;
}
}
float projection = Vector2.Dot(velocity, currentNormal);
if (projection < 0)
{
velocity = velocity - projection * currentNormal;
}
float modifiedDistance = hitBufferList[i].distance - shellRadius;
distance = modifiedDistance < distance ? modifiedDistance : distance;
}
}
rb2d.position = rb2d.position + move.normalized * distance;
}
}
如果您检查该链接,则可能会添加一些动画,但我还没走那么远。
所以atm我的char完全静止不动,不动。下面是图片。
答案 0 :(得分:0)
从Unity对象继承时(通常是MonoBehaviours),如果您创建新的Unity生命周期函数(启动,唤醒,更新等),它将忽略继承类的实现。
在这种情况下,PlayerPlatformerController
实现了一个空的Start
,这意味着Start
上不会调用PhysicsObject
。
这意味着此代码将不会运行:
contactFilter.useTriggers = false;
contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask (gameObject.layer));
contactFilter.useLayerMask = true;
由于您正在修改与物理相关的论点,因此这可能是一个突破性的问题。