首页 > 解决方案 > Unity - 转向冲刺

问题描述

朋友们,新开发者问,我浏览了很多网站并尝试了很多不同的脚本,将脚本与玩家移动和其他脚本分开,但无济于事,并提出了这个作为我所见但它也没有根本不工作。我在 subreddits 或这个中找不到任何东西。我知道我的正常运动代码可能很难看,但它可以工作。希望你能帮忙谢谢!

为了澄清这是让玩家在按住 shift 键的同时冲刺感谢那些提醒我详细说明的人。

using System.Collections;  
using System.Collections.Generic;  
using UnityEngine;  
[RequireComponent(typeof(UnityEngine.AI.NavMeshAgent))]  
public class PlayerMovement : MonoBehaviour  
{  
    UnityEngine.AI.NavMeshAgent agent;  
    private Rigidbody rb;  
    public float movementSpeed = 5.0f;  
    public float clockwise = 1000.0f;  
    public float counterClockwise = -5.0f;  
    public float Speed = 5.0f;  
    public Vector3 jump;  
    public float jumpForce =1.0f;  
    public float shiftSpeed = 10.0f;  

    public bool isGrounded;  

    void Start()  
    {  
        rb = GetComponent<Rigidbody>();  
        jump = new Vector3(0.0f, 1.0f, 0.0f);  
        agent = GetComponent<UnityEngine.AI.NavMeshAgent>();  
    }

    void OnCollisionStay()  
    {  
        isGrounded = true;  
    }  

    void Update()  
    {  
        if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))  
        {  
            transform.position += transform.forward \* Time.deltaTime \* movementSpeed;  

        }  
        else if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftShift))  
        {  
            transform.position += transform.forward \* Time.deltaTime \* shiftSpeed;  
        }  
        else if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))  
        {  
            transform.position -= transform.forward \* Time.deltaTime \* movementSpeed;  

        }  
        else if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow) && Input.GetKey(KeyCode.LeftShift))  
        {  
            transform.position += transform.forward \* Time.deltaTime \* shiftSpeed;  
        }  
        else if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))  
        {  
            GetComponent<Rigidbody>().position += Vector3.left \* Time.deltaTime \* movementSpeed;  
        }  
        else if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow) && Input.GetKey(KeyCode.LeftShift))  
        {  
            transform.position += transform.forward \* Time.deltaTime \* shiftSpeed;  
        }  
        else if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))  
        {  
            GetComponent<Rigidbody>().position += Vector3.right \* Time.deltaTime \* movementSpeed;  
        }  
        else if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow) && Input.GetKey(KeyCode.LeftShift))  
        {  
            transform.position += transform.forward \* Time.deltaTime \* shiftSpeed;  
        }  
        if (Input.GetKeyDown(KeyCode.Space) && isGrounded)  
        {  
            rb.AddForce(jump \* jumpForce, ForceMode.Impulse);  
            isGrounded = false;  
        }  
    }  
}  

标签: unity3d

解决方案


我假设您要问的是“当我按住 shift 键时如何让我的玩家移动得更快?”

我建议为步行速度和跑步速度设置两个常数。然后另一个变量会根据是否按住 shift 键而改变:

private const float walkSpeed = 5.0f;
private const float runSpeed = 10.0f;

private float moveSpeed = walkSpeed;    // Our current movement speed

//...

void Update() {

    //...

    if (Input.GetKey(KeyCode.LeftShift) {
        // Set current speed to run if shift is down
        moveSpeed = runSpeed;
    }
    else {
        // Otherwise set current speed to walking speed
        moveSpeed = walkSpeed;
    }

}

推荐阅读