Android 滑动和 addforce 统一
Android swipe and addforce unity
我正在研究 2D 无限 运行ner。我有以下代码可以从屏幕滑动获取输入以快速跳跃、滑动和 运行。我从编辑器中提供了 jumpHeight,值为 500,帧率为 30。代码通常工作正常,但有时玩家跳得太高而无法向上滑动。如果输入来自键盘,类似的代码将按预期工作。为什么会发生这种情况超出了我对团结的理解。非常感谢任何帮助。
using UnityEngine;
public class PlayerControl : MonoBehaviour
{
public float ForwardSpeed = 3.7f; //moves player in forward direction
public float speedOffset = 0.0f; //offset speed of player
public float JumpHeight = 250; //moves player in verticle direction
bool grounded = false; //checks if player is grounded or not
public Transform groundCheck;
float groundCheckRadius = 0.3f; //radius of groundcheck circle to check grounded bool
public LayerMask groundLayer;
Vector2 fingerStart;
Vector2 fingerEnd;
void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
fingerStart = touch.position;
}
}
if (touch.phase == TouchPhase.Stationary)
{
RunFast();
}
if (touch.phase == TouchPhase.Ended)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
}
}
}
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
if (grounded && Input.GetKeyDown(KeyCode.UpArrow))
{
grounded = false;
GetComponent<Rigidbody2D>().AddForce(new Vector2(0, JumpHeight));
}
//check if circle overlaps with ground layer
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
//Debug.Log(grounded);
}
void FixedUpdate()
{
//set players forward velocityto forward speed variable
Vector2 PlayerForwardvelocity = GetComponent<Rigidbody2D>().velocity;
// Vector2 PlayerJumpHeight = GetComponent<Rigidbody2D>().AddForce()
PlayerForwardvelocity.x = ForwardSpeed + speedOffset;
GetComponent<Rigidbody2D>().velocity = PlayerForwardvelocity;
}
void Jump()
{
if (grounded)
{
GetComponent<Rigidbody2D>().AddForce(new Vector2(0, JumpHeight));
speedOffset = 0.0f;
}
}
void RunFast()
{
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
}
}
您的代码有 2 个问题。
你的第一个问题出在这行代码:
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
这行代码失败了。 grounded
总是 true
。正因为如此,当玩家没有接地时,跳转被调用了太多次。
将这行代码替换为
Collider2D playerCollider = gameObject.GetComponent<Collider2D>();
grounded = Physics2D.OverlapCircle(playerCollider.transform.position, 1, groundLayer);
或
Collider2D playerCollider = gameObject.GetComponent<Collider2D>();
grounded = playerCollider.IsTouchingLayers(groundLayer.value);
您的代码的另一个问题是 false
report.Sometimes,对撞机重叠 returns true
,即使它是 false
。我尝试将那部分代码移至 LateUpdate 函数,但这并没有解决问题。
您可以通过实施计时器来修复它。每当玩家跳跃时,计时器重置为 0 并开始计数至 0.5。当计时器未达到它正在计数的值时不要跳转。 .5 to 1
是一个完美的值。用 Time.deltaTime
增加计时器。下面是带有定时器和修复程序的完整代码。
public class PlayerControl : MonoBehaviour
{
public float ForwardSpeed = 3.7f; //moves player in forward direction
public float speedOffset = 0.0f; //offset speed of player
public float JumpHeight = 250; //moves player in verticle direction
bool grounded = false; //checks if player is grounded or not
public Transform groundCheck;
float groundCheckRadius = 0.3f; //radius of groundcheck circle to check grounded bool
public LayerMask groundLayer;
Vector2 fingerStart;
Vector2 fingerEnd;
public float resetTimer = 0.5f; //.5 second
float timerCounter = 0;
Collider2D playerCollider = null;
Rigidbody2D playerRigidBody;
void Start()
{
playerRigidBody = GetComponent<Rigidbody2D>();
playerCollider = gameObject.GetComponent<Collider2D>();
}
void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
fingerStart = touch.position;
}
}
if (touch.phase == TouchPhase.Stationary)
{
RunFast();
}
if (touch.phase == TouchPhase.Ended)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
}
}
}
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
if (grounded && Input.GetKeyDown(KeyCode.UpArrow))
{
grounded = false;
playerRigidBody.AddForce(new Vector2(0, JumpHeight));
}
//check if circle overlaps with ground layer
grounded = Physics2D.OverlapCircle(playerCollider.transform.position, 1, groundLayer);
//OR Use grounded = playerCollider.IsTouchingLayers(groundLayer.value);
//Increment Timer if it is still less than resetTimer
if (timerCounter < resetTimer)
{
timerCounter += Time.deltaTime;
}
}
void FixedUpdate()
{
//set players forward velocityto forward speed variable
Vector2 PlayerForwardvelocity = playerRigidBody.velocity;
// Vector2 PlayerJumpHeight = playerRigidBody.AddForce()
PlayerForwardvelocity.x = ForwardSpeed + speedOffset;
playerRigidBody.velocity = PlayerForwardvelocity;
}
void Jump()
{
if (grounded)
{
//Exit if timer has not reached the required value to jump again
if (timerCounter < resetTimer)
{
Debug.Log("Failed To Jump because timer has not yet reached");
return; //Exit
}
timerCounter = 0; //Reset Timer
playerRigidBody.AddForce(new Vector2(0, JumpHeight));
speedOffset = 0.0f;
Debug.Log("Jumped");
}
else
{
Debug.Log("Not on the Ground");
}
}
void RunFast()
{
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
}
}
我正在研究 2D 无限 运行ner。我有以下代码可以从屏幕滑动获取输入以快速跳跃、滑动和 运行。我从编辑器中提供了 jumpHeight,值为 500,帧率为 30。代码通常工作正常,但有时玩家跳得太高而无法向上滑动。如果输入来自键盘,类似的代码将按预期工作。为什么会发生这种情况超出了我对团结的理解。非常感谢任何帮助。
using UnityEngine;
public class PlayerControl : MonoBehaviour
{
public float ForwardSpeed = 3.7f; //moves player in forward direction
public float speedOffset = 0.0f; //offset speed of player
public float JumpHeight = 250; //moves player in verticle direction
bool grounded = false; //checks if player is grounded or not
public Transform groundCheck;
float groundCheckRadius = 0.3f; //radius of groundcheck circle to check grounded bool
public LayerMask groundLayer;
Vector2 fingerStart;
Vector2 fingerEnd;
void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
fingerStart = touch.position;
}
}
if (touch.phase == TouchPhase.Stationary)
{
RunFast();
}
if (touch.phase == TouchPhase.Ended)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
}
}
}
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
if (grounded && Input.GetKeyDown(KeyCode.UpArrow))
{
grounded = false;
GetComponent<Rigidbody2D>().AddForce(new Vector2(0, JumpHeight));
}
//check if circle overlaps with ground layer
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
//Debug.Log(grounded);
}
void FixedUpdate()
{
//set players forward velocityto forward speed variable
Vector2 PlayerForwardvelocity = GetComponent<Rigidbody2D>().velocity;
// Vector2 PlayerJumpHeight = GetComponent<Rigidbody2D>().AddForce()
PlayerForwardvelocity.x = ForwardSpeed + speedOffset;
GetComponent<Rigidbody2D>().velocity = PlayerForwardvelocity;
}
void Jump()
{
if (grounded)
{
GetComponent<Rigidbody2D>().AddForce(new Vector2(0, JumpHeight));
speedOffset = 0.0f;
}
}
void RunFast()
{
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
}
}
您的代码有 2 个问题。
你的第一个问题出在这行代码:
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
这行代码失败了。 grounded
总是 true
。正因为如此,当玩家没有接地时,跳转被调用了太多次。
将这行代码替换为
Collider2D playerCollider = gameObject.GetComponent<Collider2D>();
grounded = Physics2D.OverlapCircle(playerCollider.transform.position, 1, groundLayer);
或
Collider2D playerCollider = gameObject.GetComponent<Collider2D>();
grounded = playerCollider.IsTouchingLayers(groundLayer.value);
您的代码的另一个问题是 false
report.Sometimes,对撞机重叠 returns true
,即使它是 false
。我尝试将那部分代码移至 LateUpdate 函数,但这并没有解决问题。
您可以通过实施计时器来修复它。每当玩家跳跃时,计时器重置为 0 并开始计数至 0.5。当计时器未达到它正在计数的值时不要跳转。 .5 to 1
是一个完美的值。用 Time.deltaTime
增加计时器。下面是带有定时器和修复程序的完整代码。
public class PlayerControl : MonoBehaviour
{
public float ForwardSpeed = 3.7f; //moves player in forward direction
public float speedOffset = 0.0f; //offset speed of player
public float JumpHeight = 250; //moves player in verticle direction
bool grounded = false; //checks if player is grounded or not
public Transform groundCheck;
float groundCheckRadius = 0.3f; //radius of groundcheck circle to check grounded bool
public LayerMask groundLayer;
Vector2 fingerStart;
Vector2 fingerEnd;
public float resetTimer = 0.5f; //.5 second
float timerCounter = 0;
Collider2D playerCollider = null;
Rigidbody2D playerRigidBody;
void Start()
{
playerRigidBody = GetComponent<Rigidbody2D>();
playerCollider = gameObject.GetComponent<Collider2D>();
}
void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began)
{
fingerStart = touch.position;
fingerEnd = touch.position;
}
if (touch.phase == TouchPhase.Moved)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
fingerStart = touch.position;
}
}
if (touch.phase == TouchPhase.Stationary)
{
RunFast();
}
if (touch.phase == TouchPhase.Ended)
{
fingerEnd = touch.position;
if (Mathf.Abs(fingerEnd.y - fingerStart.y) > 50)//Vertical swipe
{
if (fingerEnd.y - fingerStart.y > 50)//up swipe
{
Jump();
}
else if (fingerEnd.y - fingerStart.y < -50)//Down swipe
{
//Slide();
}
}
}
}
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
if (grounded && Input.GetKeyDown(KeyCode.UpArrow))
{
grounded = false;
playerRigidBody.AddForce(new Vector2(0, JumpHeight));
}
//check if circle overlaps with ground layer
grounded = Physics2D.OverlapCircle(playerCollider.transform.position, 1, groundLayer);
//OR Use grounded = playerCollider.IsTouchingLayers(groundLayer.value);
//Increment Timer if it is still less than resetTimer
if (timerCounter < resetTimer)
{
timerCounter += Time.deltaTime;
}
}
void FixedUpdate()
{
//set players forward velocityto forward speed variable
Vector2 PlayerForwardvelocity = playerRigidBody.velocity;
// Vector2 PlayerJumpHeight = playerRigidBody.AddForce()
PlayerForwardvelocity.x = ForwardSpeed + speedOffset;
playerRigidBody.velocity = PlayerForwardvelocity;
}
void Jump()
{
if (grounded)
{
//Exit if timer has not reached the required value to jump again
if (timerCounter < resetTimer)
{
Debug.Log("Failed To Jump because timer has not yet reached");
return; //Exit
}
timerCounter = 0; //Reset Timer
playerRigidBody.AddForce(new Vector2(0, JumpHeight));
speedOffset = 0.0f;
Debug.Log("Jumped");
}
else
{
Debug.Log("Not on the Ground");
}
}
void RunFast()
{
if (Input.GetButton("Fire1"))
{
speedOffset = 2.5f;
}
else
{
speedOffset = 0.0f;
}
}
}