Unity 2D,角色不会移动

时间:2019-10-05 13:13:23

标签: c# unity3d game-physics game-development

所以我遵循了本指南https://learn.unity.com/tutorial/live-session-2d-platformer-character-controller#5c7f8528edbc2a002053b695

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。

1 个答案:

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。