每当玩家使用喷气背包或速度很大时,玩家就会结巴。我尝试使用插值和其他类似的东西,但唯一的结果是更加口吃。如果有人知道口吃的原因是什么,请告诉我,如果您愿意,甚至可以解释您的答案:)
这里是我所说的玩家口吃的意思: https://www.youtube.com/watch?v=k6q3vvQtwjM
这是我的播放器代码:
using UnityEngine;
using UnityEngine.SceneManagement;
public class Player : MonoBehaviour
{
//basic variables
[SerializeField]
private float speed = 5f;
[SerializeField]
private float Jumpforce = 5f;
[SerializeField]
private float JetPackForce = 5f;
[SerializeField]
public bool canUseJetpack = true;
[SerializeField]
private Rigidbody2D rb;
[SerializeField]
private Animator animator;
private bool isFacingRight = true;
//runs when game starts
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
//runs every frame
void Update()
{
//applies force thus making player to move left or right
var move = Input.GetAxis("Horizontal");
transform.position = transform.position + new Vector3(move * speed * Time.deltaTime, 0, 0);
//changes player animation state
animator.SetFloat("Speed", Mathf.Abs(move));
//flip the player if facing right or left
if (move < 0 && isFacingRight)
{
flip();
}
else if (move > 0 && !isFacingRight)
{
flip();
}
//checks if the space key is pressed and that the player velocity on the y axis is smaller than 0.001
if(Input.GetKeyDown("space") && Mathf.Abs(rb.velocity.y) < 0.001f)
{
//adds force from below the player thus making the player jump
rb.AddForce(new Vector2(0, Jumpforce), ForceMode2D.Impulse);
}
//checks for the key 'Q' to be pressed and that there is enough fuel in the jetpack
if (Input.GetKey(KeyCode.Q) && canUseJetpack == true)
{
//ads force from below the player thus making the player fly using its jetpack
rb.AddForce(Vector2.up * JetPackForce);
//decreases the fuel in the jetpack
JetpackBar.instance.UseFuel(0.1f);
//makes the player run the using jetpack animation
animator.SetBool("UsingJetpack", true);
}
else
{
//if the player isn't using the jetpack, switch to the idle animation or the run animation depending if the player is moving or not
animator.SetBool("UsingJetpack", false);
}
//checks if the player health is less than 0
if (HealthBar.instance.currentHealth <= 0)
{
//if so, restart the game
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
//checks if someting collided with the player
private void OnCollisionEnter2D(Collision2D collision)
{
//if the thing collided with the player has a tag of 'Enemy'
if (collision.gameObject.CompareTag("Enemy"))
{
//then, make the player take damage
HealthBar.instance.takeDamage(25);
}
}
//flip the player
void flip()
{
isFacingRight = !isFacingRight;
transform.Rotate(0f, 180f, 0f);
}
}
谢谢:D
答案 0 :(得分:0)
首先,无论何时处理刚体,您都不想使用 Transform
组件来移动对象。您只想通过 Rigidbody
/Rigidbody2D
组件移动它!
然后是一个普遍的问题。您可以根据输入或使用物理和力来移动物体。两者同时发生是不可能的,因为 transform.position
或实际“正确”的 Rigidbody2D.MovePosition
都会推翻这些力量,因此这两个系统一直在发生冲突。
因此,我宁愿简单地直接覆盖 velocity
,例如
void Update()
{
// Store the current velocity
var velocity = rb.velocity;
var move = Input.GetAxis("Horizontal");
// Only overwrite the X component
// We don't need Time.deltaTime since a velocity already
// moves the object over time
velocity.x = move * speed;
animator.SetFloat("Speed", Mathf.Abs(move));
if (move < 0 && isFacingRight)
{
flip();
}
else if (move > 0 && !isFacingRight)
{
flip();
}
if(Input.GetKeyDown("space") && Mathf.Abs(rb.velocity.y) < 0.001f)
{
// simply overwrite the Y velocity
// You'll have to adjust that value of course
// and might want to rename it ;)
velocity.y = Jumpforce;
}
if (Input.GetKey(KeyCode.Q) && canUseJetpack)
{
// Here we want to use Time.deltaTime since the jetpack
// shall increase the Y velocity over time
// again you'll have to adjust/rename that value
velocity.y += JetPackForce * Time.deltaTime;
// Also adjust this value!
// To be frame-rate independent you want to use Time.deltaTime here
JetpackBar.instance.UseFuel(0.1f * Time.deltaTime);
animator.SetBool("UsingJetpack", true);
}
else
{
animator.SetBool("UsingJetpack", false);
}
// After having calculated all changes in the velocity now set it again
rb.velocity = velocity;
if (HealthBar.instance.currentHealth <= 0)
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}