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 ();
}
}
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。