c中的双跳

本文关键字: | 更新日期: 2023-09-27 18:28:18

如果我想让我的角色能够双跳,我正在尝试制作一个2D平台生成器。

有了这个代码,我的角色可以跳两次,但根据我按下跳跃按钮的速度,第二次跳跃将使角色跳得比我等待按下跳跃按钮时高出一倍多。

我该怎么做才能让第二跳不会比第一跳高?

[SerializeField] float maxSpeed = 10f;              // The fastest the player can travel in the x axis.
[SerializeField] float jumpForce = 400f;            // Amount of force added when the player jumps. 
[Range(0, 1)]
[SerializeField] float crouchSpeed = .36f;          // Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] bool airControl = false;           // Whether or not a player can steer while jumping;
[SerializeField] LayerMask whatIsGround;            // A mask determining what is ground to the character
Transform groundCheck;                              // A position marking where to check if the player is grounded.
float groundedRadius = .2f;                         // Radius of the overlap circle to determine if grounded
bool grounded = false;                              // Whether or not the player is grounded.
Transform ceilingCheck;                             // A position marking where to check for ceilings
float ceilingRadius = .01f;                         // Radius of the overlap circle to determine if the player can stand up
Animator anim;                                      // Reference to the player's animator component.
int maxNumberOfAirJumps = 1;                        // Number of times the player can jump in the air
int numberOfAirJumpsLeft = 0;

void Awake()
{
    // Setting up references.
    groundCheck = transform.Find("GroundCheck");
    ceilingCheck = transform.Find("CeilingCheck");
    anim = GetComponent<Animator>();
}

void FixedUpdate()
{
    // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
    grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
    anim.SetBool("Ground", grounded);
    // Set the vertical animation
    anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
}

public void Move(float move, bool crouch, bool jump)
{    
    // If crouching, check to see if the character can stand up
    if(!crouch && anim.GetBool("Crouch"))
    {
        // If the character has a ceiling preventing them from standing up, keep them crouching
        if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
            crouch = true;
    }
    // Set whether or not the character is crouching in the animator
    anim.SetBool("Crouch", crouch);
    //only control the player if grounded or airControl is turned on
    if(grounded || airControl)
    {
        // Reduce the speed if crouching by the crouchSpeed multiplier
        move = (crouch ? move * crouchSpeed : move);
        // The Speed animator parameter is set to the absolute value of the horizontal input.
        anim.SetFloat("Speed", Mathf.Abs(move));
        // Move the character
        rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
        // If the input is moving the player right and the player is facing left...
        if(move > 0 && !facingRight)
            // ... flip the player.
            Flip();
        // Otherwise if the input is moving the player left and the player is facing right...
        else if(move < 0 && facingRight)
            // ... flip the player.
            Flip();
    }
    // If the player should jump...
    if (grounded && jump) {
        // Add a vertical force to the player.
        anim.SetBool ("Ground", false);
        rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
        numberOfAirJumpsLeft = maxNumberOfAirJumps; //Reset the air jumps when the player jumps
    }
    else if (!grounded && jump && numberOfAirJumpsLeft  > 0)
    {
        rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
        numberOfAirJumpsLeft--; //One less jump 
    }
}

void Flip ()
{
    // Switch the way the player is labelled as facing.
    facingRight = !facingRight;
    // Multiply the player's x local scale by -1.
    Vector3 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;
}
void OnTriggerEnter(Collider col)
{
    if (col.tag == "Player")
    {
        //money collected
        //destroy money object
        Destroy(gameObject);
    }
}

}

c中的双跳

是否在每个Move之前调用FixedUpdate?如果是这样,它会根据半径重置接地,这样如果你足够快,你就可以进行第二次"接地"跳跃。然后,你可以再跳一次。

我不擅长游戏开发,所以我会提出一个我认为应该有效的建议。

你需要在第一次跳跃后减少jumpForce,或者在每次空中跳跃后增加更少的力量。应该是这样的:

//Declare int numberOfAirJumpsMade = 1;
if (grounded && jump) {
    // Add a vertical force to the player.
    anim.SetBool ("Ground", false);
    rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
    numberOfAirJumpsLeft = maxNumberOfAirJumps; //Reset the air jumps when the player jumps
    numberOfAirJumpsMade = 1; //reset air jump counter
}    
else if (!grounded && jump && numberOfAirJumpsLeft  > 0)
{
    rigidbody2D.AddForce (new Vector2 (0f, jumpForce / (numberOfAirJumpsMade * 2)));
    numberOfAirJumpsLeft--; //One less jump 
    numberOfAirJumpsMade++;
}

在这里,你在第一次空中跳跃中增加的力量是从地面跳时的2倍。如果你设置了maxNumberOfAirJumps = 2,那么第一次空中跳跃得到(400 /(1 * 2)) = 200力,第二次得到(400 /(2 * 2)) = 100力。

这只是为了让你开始。稍后你可能想在计算中添加重力,因为当你的英雄着陆时,你可能想为空中跳跃添加更少的力。

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