如何检查Unity2D Platformer游戏的地面

时间:2019-10-12 15:58:12

标签: c# unity3d collision raycasting

我正在尝试制作一个2d平台,您可以从侧面看到玩家。我希望他不断前进,您必须在正确的时间按空格,以免他跌倒。现在一切正常,但他没有与地面碰撞。我希望它就像他在墙后奔跑一样,所以我想忽略我已完成的某个图层并与下面的框碰撞。到目前为止,我已经尝试了射线投射,观看了多个教程,并且进行了盒碰撞。盒式碰撞虽然有效,但要使所有平台都算是可靠的,我需要50个盒式对撞机。这是我当前的代码:

public int playerSpeed = 10;
    public int playerJumpPower = 1250;
    public float moveX;
    public float playerYSize = 2;
    public LayerMask mainGround;
    public float playerFallSpeed = 5;

    void Awake(){

    }

    // Update is called once per frame
    void Update()
    {
        RaycastHit2D hit = Physics2D.Raycast(transform.position, new Vector2(10, 0));
        if(hit.distance < 0.7f){
            print("hi");
        }

        Vector3 characterTargetPosition = new Vector3(transform.position.x + playerSpeed, transform.position.y, transform.position.z);
        transform.position = Vector3.Lerp(transform.position, characterTargetPosition, playerSpeed * Time.deltaTime);

        if(Input.GetKeyDown("space")){
            // float playerTargetPosY = transform.position.y + playerJumpPower;
            // Vector3 characterTargetPosition = new Vector3(transform.position.x, playerTargetPosY, transform.position.z);
            // transform.position = Vector3.Lerp(transform.position, characterTargetPosition, playerJumpPower * Time.deltaTime);

            gameObject.GetComponent<Rigidbody2D>().AddForce(Vector2.up * playerJumpPower);
        }
        //PlayerMove();
    }

我的播放器上有一个苯乙烯模型2D,所以现在他只是跌倒在地,但跳跃确实起作用。如果有任何简单的方法可以做到这一点。像一些脚本,教程或网站一样,我也欢迎您。请帮忙。

1 个答案:

答案 0 :(得分:1)

您的播放器中是否有Rigidbody2D?要移动的东西通常必须具有RigidBody

(很抱歉,将其发布为答案。还不能发表评论)

编辑:

尝试一下:

Rigidbody2D rb;

void Awake()
{
    rb = GetComponent<Rigidbody2D>();
}

//Physics usually are done in FixedUpdate to be more constant
public void FixedUpdate(){
    if (Input.GetKeyDown("space"))
    {
        if(!rb.simulated)
            //player can fall
            rb.simulated = true;

        rb.AddForce(Vector2.up * playerJumpPower);
    }
    else
    {
        //third argument is the distance from the center of the object where it will collide
        //therefore you want the distance from the center to the bottom of the sprite
        //which is half of the player height if the center is acctually in the center of the sprite
        RaycastHit2D hit = Physics2D.Raycast(transform.position, -Vector2.up, playerYSize / 2);

        if (hit.collider)
        {
            //make player stop falling
            rb.simulated = false;
        }
    }
}

如果玩家是唯一会与某物体发生碰撞的物体,则只需从该玩家不会与之碰撞的物体中取出碰撞器即可。

否则,您可以使用hit.collider.gameObject.layer检查碰撞对象的层,并确定玩家是否会与该层碰撞

(请注意,您必须与图层的索引进行比较。如果要通过索引的名称获取索引,可以使用LayerMask.NameToLayer(/*layer name*/)

每次要使用RigidBody(例如AddForce())做某事时,您都必须做rb.simulated = true

希望它有帮助:)