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);
}
}
}
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。