c# - Unity2D:无法平衡跳墙力量
问题描述
我的目的是让我的角色墙跳跃/爬升/滑动,我让滑动部分工作正常,但如果他在滑动墙壁时跳跃,他应该“反弹”回墙上,问题是我无法平衡军队。在我看到的所有教程中,这只是检测角色是否在滑动墙壁,如果他在滑动并且他跳跃,那么你在墙壁的对面添加一个力。
这对我不起作用,因为如果我增加足够的力量让他跳起来,他跑得太快了,玩家几乎看不到他跳了,他只是看到角色现在在墙上更高了。如果我增加较小的力量,不足以进行相当大的跳跃,玩家必须击打空间一千次才能让他在墙上爬上几厘米。
感谢您的帮助,我已经尝试了很多事情,甚至尝试冻结控件,将重力比例设置为 0 并使用 MoveTowards 使角色 fo 到正确的点,这就是我的绝望。
我对 Unity 也很陌生,所以我可能会遗漏一些非常简单的东西。
这是一个显示角色行为的 gif: https ://imgur.com/a/TgUHzP6
这是我角色剧本的相关部分:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TheBot : MonoBehaviour {
public float speed;
public int jumpForce;
public Transform groundCheck;
public Transform meleeCheck;
public Transform bulletSpawner;
public LayerMask layerGround;
public float meleeCoolDown;
public float meleeDamage;
private Rigidbody2D body;
private Animator anim;
private Dash dashController;
private Shooter shotController;
private float unloadWaitingTime = 3;
private float idleGunTime = 0;
private bool facingRight = true;
private bool onGround = true;
private bool jumping = false;
private bool attacking = false;
private bool dead = false;
private bool isGunLoaded = false;
private bool isGunLoading = false;
private bool isGunUnloading = false;
private bool takingDamage = false;
private bool dashing = false;
private bool isWallSliding = false;
private float wallJumpTime = 0f;
private Vector3[] wallJumpControlPoint;
// Use this for initialization
void Start () {
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
dashController = GetComponent<Dash>();
shotController = GetComponent<Shooter>();
}
// Update is called once per frame
void Update () {
PlayAnimations();
CheckIfGrounded();
checkIfWallSliding();
dashing = dashController.IsDashing();
if (Input.GetButtonDown("Jump") && (onGround || isWallSliding) && !isGunLoading && !jumping && !takingDamage){
jumping = true;
wallJumpControlPoint = new Vector3[3];
wallJumpControlPoint[0] = body.position;
wallJumpControlPoint[1] = new Vector3(body.position.x +4, body.position.y + 2);
wallJumpControlPoint[2] = new Vector3(body.position.x, body.position.y + 4);
}
if (Input.GetButtonDown("Melee") && !attacking && !isGunLoading){
Attack();
}
if(Input.GetButtonDown("Ranged") && !attacking && !isGunLoading && onGround){
Shoot();
}
if(Input.GetButtonDown("Dash") && !attacking && !isGunLoading && onGround){
dashController.DashTo(facingRight? Dash.RIGHT : Dash.LEFT);
}
if(isGunLoaded){
idleGunTime += Time.deltaTime;
if (idleGunTime >= unloadWaitingTime){
UnloadGun();
}
}
}
void FixedUpdate(){
if(!takingDamage){
float move = Input.GetAxis("Horizontal");
//while charachter is wall sliding, slowly fall
if (isWallSliding){
body.velocity = new Vector2(body.velocity.x, -0.7f);
}
if(!dashing){
if(onGround){
//if not dashing on on ground, walk with normal speed
body.velocity = new Vector2(move * speed, body.velocity.y);
} else {
//if character is not on ground, reduce the speed so he doesn't jump too far away
body.velocity = new Vector2(move * (speed * 0.7f), body.velocity.y);
}
}
if((move < 0 && facingRight) || (move > 0 && !facingRight) ){
//control direction character is facing
Flip();
}
if (jumping){
if(isWallSliding){
body.velocity = new Vector2(30, 20);
} else {
body.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);
}
if(Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.LeftArrow)){
//if is moving while jumping, reduce jump height
body.velocity = new Vector2(body.velocity.x, body.velocity.y*0.8f);
}
onGround = false;
jumping = false;
}
}
}
void CheckIfGrounded(){
onGround = false;
Collider2D[] collisionResults = new Collider2D[2];
int objectsBeneath = Physics2D.OverlapBoxNonAlloc(groundCheck.position, new Vector2(0.9f, 0.3f), 0.0f, collisionResults, layerGround);
for (int i=0; i <objectsBeneath; i++ ){
if (!GameObject.ReferenceEquals(gameObject, collisionResults[i].gameObject)){
onGround = true;
}
}
}
void checkIfWallSliding(){
if (!onGround){
RaycastHit2D[] ray = new RaycastHit2D[1];
int totalRayHits = Physics2D.LinecastNonAlloc(bulletSpawner.position, body.position, ray, 1 << LayerMask.NameToLayer("SolidGround"));
bool wallFound = totalRayHits > 0 && ray[0].collider.gameObject.tag == "SolidGround";
isWallSliding = wallFound && ( (facingRight && Input.GetKey(KeyCode.RightArrow)) || (!facingRight && Input.GetKey(KeyCode.LeftArrow))) ;
} else {
isWallSliding = false;
if (body.velocity.y > 10){
body.velocity = new Vector2(body.velocity.x, 5);
}
}
}
public void Die(){
dead = true;
}
}
解决方案
正如您之前尝试过的那样,您需要降低跳跃时的水平跳跃加速度/速度。
当你跳墙时,你会压向墙。正如您的代码当前一样,当您在空中时,您的水平速度设置为您按下的方向。这使得从墙壁跳跃的任何水平运动都很难看到,除非它大到足以在一帧中将您推得很远。
这(以及我们在评论中讨论的变化)是您之前尝试低墙跳幅度的尝试不起作用的原因。
要解决此问题,您必须更改空气控制的工作方式。一种解决方法是让它为您的水平速度添加一个钳位修改器,而不是将其直接设置为目标速度。
if(!dashing){
if(onGround){
//if not dashing on on ground, walk with normal speed
body.velocity = new Vector2(move * speed, body.velocity.y);
} else {
//if character is not on ground, reduce the speed so he doesn't jump too far away
float airControlAccelerationLimit = 0.5f; // Higher = more responsive air control
float airSpeedModifier = 0.7f; // the 0.7f in your code, affects max air speed
float targetHorizVelocity = move
* speed
* airSpeedModifier; // How fast we are trying to move horizontally
float targetHorizChange = targetHorizVelocity
- body.velocity.x; // How much we want to change the horizontal velocity
float horizChange = Mathf.Clamp(
targetHorizChange ,
-airControlAccelerationLimit ,
airControlAccelerationLimit ); // How much we are limiting ourselves
// to changing the horizontal velocity
body.velocity = new Vector2(body.velocity.x + horizChange, body.velocity.y);
}
}
在这里,在您的代码中,同时确保我们只更新一次速度或AddForce
每次FixedUpdate
调用使用一次。我们还更改了滑墙减速代码,以仅在玩家即将下降的速度快于滑墙速度时才激活。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TheBot : MonoBehaviour {
public float speed;
public int jumpForce;
public Transform groundCheck;
public Transform meleeCheck;
public Transform bulletSpawner;
public LayerMask layerGround;
public float meleeCoolDown;
public float meleeDamage;
private Rigidbody2D body;
private Animator anim;
private Dash dashController;
private Shooter shotController;
private float unloadWaitingTime = 3;
private float idleGunTime = 0;
private bool facingRight = true;
private bool onGround = true;
private bool jumping = false;
private bool attacking = false;
private bool dead = false;
private bool isGunLoaded = false;
private bool isGunLoading = false;
private bool isGunUnloading = false;
private bool takingDamage = false;
private bool dashing = false;
private bool isWallSliding = false;
private float wallJumpTime = 0f;
private Vector3[] wallJumpControlPoint;
// Use this for initialization
void Start () {
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
dashController = GetComponent<Dash>();
shotController = GetComponent<Shooter>();
}
// Update is called once per frame
void Update () {
PlayAnimations();
CheckIfGrounded();
checkIfWallSliding();
dashing = dashController.IsDashing();
if (Input.GetButtonDown("Jump") && (onGround || isWallSliding) && !isGunLoading && !jumping && !takingDamage){
jumping = true;
wallJumpControlPoint = new Vector3[3];
wallJumpControlPoint[0] = body.position;
wallJumpControlPoint[1] = new Vector3(body.position.x +4, body.position.y + 2);
wallJumpControlPoint[2] = new Vector3(body.position.x, body.position.y + 4);
}
if (Input.GetButtonDown("Melee") && !attacking && !isGunLoading){
Attack();
}
if(Input.GetButtonDown("Ranged") && !attacking && !isGunLoading && onGround){
Shoot();
}
if(Input.GetButtonDown("Dash") && !attacking && !isGunLoading && onGround){
dashController.DashTo(facingRight? Dash.RIGHT : Dash.LEFT);
}
if(isGunLoaded){
idleGunTime += Time.deltaTime;
if (idleGunTime >= unloadWaitingTime){
UnloadGun();
}
}
}
void FixedUpdate(){
if(!takingDamage){
float move = Input.GetAxis("Horizontal");
//while charachter is wall sliding, slowly fall
if (isWallSliding && !jumping && body.velocity.y < -0.7f){
body.velocity = new Vector2(body.velocity.x, -0.7f)
}
if(!dashing){
if(onGround){
//if not dashing on on ground, walk with normal speed
body.velocity = new Vector2(move * speed, body.velocity.y);
} else {
//if character is not on ground, reduce the speed so he doesn't jump too far away
float airControlAccelerationLimit = 0.5f; // Higher = more responsive air control
float airSpeedModifier = 0.7f; // the 0.7f in your code, affects max air speed
float targetHorizVelocity = move
* speed
* airSpeedModifier; // How fast we are trying to move horizontally
float targetHorizChange = targetHorizVelocity
- body.velocity.x; // How much we want to change the horizontal velocity
float horizChange = Mathf.Clamp(
targetHorizChange ,
-airControlAccelerationLimit ,
airControlAccelerationLimit ); // How much we are limiting ourselves
// to changing the horizontal velocity
body.velocity = new Vector2(body.velocity.x + horizChange, body.velocity.y);
}
}
if((move < 0 && facingRight) || (move > 0 && !facingRight) ){
//control direction character is facing
Flip();
}
if (jumping){
if(isWallSliding){
body.velocity = new Vector2(body.velocity.x + 0.25f * jumpForce, jumpForce);
} else {
body.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);
}
if(Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.LeftArrow)){
//if is moving while jumping, reduce jump height
body.velocity = new Vector2(body.velocity.x, body.velocity.y*0.8f);
}
onGround = false;
jumping = false;
}
}
}
void CheckIfGrounded(){
onGround = false;
Collider2D[] collisionResults = new Collider2D[2];
int objectsBeneath = Physics2D.OverlapBoxNonAlloc(groundCheck.position, new Vector2(0.9f, 0.3f), 0.0f, collisionResults, layerGround);
for (int i=0; i <objectsBeneath; i++ ){
if (!GameObject.ReferenceEquals(gameObject, collisionResults[i].gameObject)){
onGround = true;
}
}
}
void checkIfWallSliding(){
if (!onGround){
RaycastHit2D[] ray = new RaycastHit2D[1];
int totalRayHits = Physics2D.LinecastNonAlloc(bulletSpawner.position, body.position, ray, 1 << LayerMask.NameToLayer("SolidGround"));
bool wallFound = totalRayHits > 0 && ray[0].collider.gameObject.tag == "SolidGround";
isWallSliding = wallFound && ( (facingRight && Input.GetKey(KeyCode.RightArrow)) || (!facingRight && Input.GetKey(KeyCode.LeftArrow))) ;
} else {
isWallSliding = false;
}
}
public void Die(){
dead = true;
}
}
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