Unity 2D播放器运动

时间:2020-04-10 13:28:12

标签: unity3d touch sprite

我在计算机上进行了统一运动,但是当我尝试在Android上玩游戏时,它对我来说根本没有动。我确定这可能是我忽略的一个小错误,但是我将非常感谢您的帮助!如果有帮助,我尝试运行代码时不会出现任何错误!我将提供以下代码:

using UnityEngine;
using System.Collections;

//Adding this allows us to access members of the UI namespace including Text.
using UnityEngine.UI;

public class PlayerControler : MonoBehaviour {

    public Text countText;          //Store a reference to the UI Text component which will display the number of pickups collected.
    //public Text winText;          //Store a reference to the UI Text component which will display the 'You win' message.
    private double count;               //Integer to store the number of pickups collected so far.


    //Player movement controls
    private Vector3 touchPosition;  //where your finger touches screen
    private Vector3 direction;      //direction you drag sprite
    private Rigidbody2D rb2d;       //Store a reference to the Rigidbody2D component required to use 2D Physics.
    public float speed = 10f;               //Floating point variable to store the player's movement speed.


    // Use this for initialization
    void Start()
    {
        //Get and store a reference to the Rigidbody2D component so that we can access it.
        rb2d = GetComponent<Rigidbody2D> ();

        //Initialize count to zero.
        count = 0;

        //Initialze winText to a blank string since we haven't won yet at beginning.
        //winText.text = " "; //error here??

        //Call our SetCountText function which will update the text with the current value for count.
        //SetCountText ();
    }

    void Update()
    {
        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);
            touchPosition = Camera.main.ScreenToWorldPoint(touch.position);
            touchPosition.z = 0;
            direction = (touchPosition - transform.position);
            rb2d.velocity = new Vector2(direction.x , direction.y) * speed;

            if(touch.phase == TouchPhase.Ended)
            {
                rb2d.velocity = Vector2.zero;
            }
        }
    }

    //OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
    void OnTriggerEnter2D(Collider2D other) 
    {
        //Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
        if (other.gameObject.CompareTag ("PickUp")) 
        {
            //... then set the other object we just collided with to inactive.
            other.gameObject.SetActive(false);

            //Add one to the current value of our count variable.
            count = count + 1;

            //Update the currently displayed count by calling the SetCountText function.
            //SetCountText ();
        }


    }

3 个答案:

答案 0 :(得分:1)

也许android设备上的移动太小而无法引起注意。尝试将速度乘以增量时间,然后调整速度值以达到所需的移动速度。

rb2d.velocity = new Vector2(direction.x , direction.y) * speed * Time.deltaTime;

确保脚本通过Rigidbody2D组件附加到游戏对象。另外,如果您的计算机不支持触摸,则可以使用鼠标输入在计算机和移动设备上获得相同的结果。

    if (Input.GetMouseButtonUp(0))
    {
        rb2d.velocity = Vector2.zero;
    }
    else if (Input.GetMouseButton(0))
    {
        touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        touchPosition.z = 0;
        direction = (touchPosition - transform.position);
        rb2d.velocity = new Vector2(direction.x, direction.y) * speed * Time.deltaTime;
    }

此代码在移动设备上也适用。

答案 1 :(得分:1)

这是我的2D播放器移动控制器。

代码(字符控制器)-

using UnityEngine;
using UnityEngine.Events;

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;
    }
}

这是实际的角色移动代码-

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

public class PlayerMovement : MonoBehaviour
{
    public CharacterController2D controller;

    public float runSpeed = 40f;

    float horizontalMove = 0f;
    bool jump = false;

    private void Update()
    {
        horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;

        if(Input.GetButtonDown("Jump"))
        {
            jump = true;
        }
    }

    private void FixedUpdate()
    {
        controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
        jump = false;
    }
}

答案 2 :(得分:0)

尝试添加Time.deltaTime或使用Time.deltaTime增大力度。