输入.GetMouseButtonUp不可靠.(团结)

本文关键字:团结 不可靠 GetMouseButtonUp 输入 | 更新日期: 2023-09-27 18:18:08

我正在用unity开发一款2D游戏。这款游戏的一大特色便是使用鼠标左键发射炮弹。在释放左键时,弹丸会以一定的力量发射,这取决于玩家按住左键的时间。

问题是,有时当我释放左键时,游戏似乎没有检测到它,并且代码的释放部分不会执行,直到我再次点击并释放。这听起来可能不是一个大问题,但输入可靠性将在这款游戏中扮演重要角色。

那么,有没有办法让鼠标输入更可靠呢?我已经尝试使用输入。GetMouseButtonDown和不同类型的条件来使它更可靠,但它还没有成功。提前感谢!

下面是我使用的代码:
using UnityEngine;
using System.Collections;
public class ShootPlasma : MonoBehaviour {
    //prefab
    public Transform bulletPrefab;
    //Reloading variables:
    public int numberOfBullets;
    private int numberOfBulletsRecord;
    private bool canShoot=true;
    public float timeToReload;
    private float timeToReloadRecord;
    //direction and bullet Speed variables:
    Transform sightPosition;
    public Vector3 SpawnRiseVector;
    private Vector2 direction;
    public float bulletBoost;
    private float bulletBoostRecord;
    public float MAX_BOOST;

    //Arrow Guide
    public Transform aimingArrow;
    //Helper variables;
    private CharacterController2D charControllerScript;

    void Start () {
        timeToReloadRecord = timeToReload;
        numberOfBulletsRecord = numberOfBullets;
        charControllerScript = transform.parent.GetComponent<CharacterController2D> ();
        bulletBoostRecord = bulletBoost;
        sightPosition = GetComponent<Transform> ();
        aimingArrow.GetComponentInChildren<Renderer>().enabled=false;
    }
    // Update is called once per frame
    void FixedUpdate () {
        if(numberOfBullets<=0){
            canShoot=false;
            if(!canShoot){
                timeToReload-=Time.deltaTime;
                //if the waiting time has ended restart variables.
                if(timeToReload<=0.0f){
                    canShoot=true;
                    timeToReload=timeToReloadRecord;
                    numberOfBullets=numberOfBulletsRecord;
                }
            }
        }

    ////////////////////////////////// SHOOTING CODE ////////////////////////////////////////////
        /// 
        /// MOUSE DOWN
        /////////////////////////////////////////////////////////////////////////////////////////
        else if(Input.GetMouseButton(0)&& canShoot && !Input.GetMouseButtonUp(0)){
            //show the Arrow Guide:
            if(aimingArrow.GetComponentInChildren<Renderer>().enabled!=true){
                aimingArrow.GetComponentInChildren<Renderer>().enabled=true;
            }
            //calculate the distance between the mouse and the sight;
            Vector3 mousePositionRelative=Camera.main.ScreenToWorldPoint(Input.mousePosition);
            direction= new Vector2(mousePositionRelative.x- sightPosition.position.x,
                                   mousePositionRelative.y- sightPosition.position.y).normalized;
            //If Y is less or equal 0:
            if(direction.y<=0.0f && direction.x>=0.0f){
                direction=new Vector2(1.0f,0.0f);
            }
            else if(direction.y<=0.0f && direction.x<0.0f){
                direction=new Vector2(-1.0f,0.0f);
            }

            //Rotate the aiming arrow
            if(charControllerScript.facingFront){
                if(direction.x>=0.0f){
                    aimingArrow.rotation=Quaternion.Euler(new Vector3(0.0f,0.0f,(Mathf.Asin(direction.y/direction.magnitude))*Mathf.Rad2Deg));
                }
                else if(direction.x<0.0f){
                    aimingArrow.rotation=Quaternion.Euler(new Vector3(0.0f,180.0f,(Mathf.Asin(direction.y/direction.magnitude))*Mathf.Rad2Deg));
                }
            }
            else if(!charControllerScript.facingFront){
                if(direction.x>=0.0f){
                    aimingArrow.rotation=Quaternion.Euler(new Vector3(0.0f,180.0f,(Mathf.Asin(direction.y/direction.magnitude))*Mathf.Rad2Deg));
                }
                else if(direction.x<0.0f){
                    aimingArrow.rotation=Quaternion.Euler(new Vector3(0.0f,0.0f,(Mathf.Asin(direction.y/direction.magnitude))*Mathf.Rad2Deg));
                }
            }

            Debug.Log(direction);

            //Charge
            bulletBoost+=Time.deltaTime*bulletBoost;
            if(bulletBoost>=MAX_BOOST){
                bulletBoost=MAX_BOOST;
            }
        }
        ///////////////////////////////////////////////////////////////////////////////////////////////////
        /// MOUSE UP
        /// ///////////////////////////////////////////////////////////////////////////////////////////////
        else if(Input.GetMouseButtonUp(0)&& canShoot && !Input.GetMouseButton(0)){
            //Hide the Arrow Guide:
            if(aimingArrow.GetComponentInChildren<Renderer>().enabled!=false){
                aimingArrow.GetComponentInChildren<Renderer>().enabled=false;
            }

            //Fire
            var shootPrefab= Instantiate(bulletPrefab,sightPosition.position+SpawnRiseVector,Quaternion.identity) as Transform;
            shootPrefab.GetComponent<Rigidbody2D>().AddForce(direction*bulletBoost);
            bulletBoost=bulletBoostRecord;
            //Reduce the Ammo by one:
            numberOfBullets-=1;
        }
    }
}

输入.GetMouseButtonUp不可靠.(团结)

问题是您正在使用fixeduupdate()而不是Update()。FixedUpdate()以固定的间隔(不必每帧)调用。因此,Input.GetMouseButtonUp()可能会在两次调用fixeduupdate()之间错过一段时间。在处理输入时,最好使用Update()。