Unity 2D:如何与屏幕的一侧发生碰撞
Unity 2D: How to collide with side of screen
我目前正在 Android 的 2D 游戏中工作。我的场景中有一个玩家,如果用户倾斜他的设备,玩家对象就会在地面上移动。但他只是从左侧和右侧移出屏幕。我试图做一堵“墙”,但没有成功。在我的玩家游戏对象处有一个边缘碰撞器。现在我的问题是:我的玩家游戏对象如何与屏幕的一侧发生碰撞?
这是我的代码:
public GameObject player;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
Vector3 dir = Vector3.zero;
dir.y = Input.acceleration.x;
player.transform.Translate(new Vector2(dir.y, 0) * Time.deltaTime * 2000f);
}
非常感谢! :)
七月
编辑:
图 1 是我的墙,图 2 是我的播放器。
我正在尝试用屏幕一侧的墙来解决这个问题。这些是
的图片
已解决
解决方案代码:
Vector3 position = player.transform.position;
translation = Input.acceleration.x * movementSpeed * 50f;
if (player.transform.position.x + translation < LeftlimitScreen)
{
position.x = -LeftlimitScreen;
}
else if(transform.position.x + translation > RightlimitScreen)
{
position.x = RightlimitScreen;
}
else
{
position.x += translation;
player.transform.position = position;
}
这段代码对我有用! :)
您可以在设备中显示的区域之外的场景中放置 2 个带有碰撞器的空游戏对象,这样玩家就会撞到它们。
您还可以通过代码限制玩家可以移动的范围。您可以使用 Mathf.Clamp() 来应用它,然后您需要在场景的 x 坐标中设置边界。
您会看到,我们没有使用变换来修改玩家的位置,而是使用了刚体。
public class PlayerController : MonoBehaviour
{
public float speed;
public float tilt;
public Boundary boundary;
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.velocity = movement * speed;
rigidbody.position = new Vector3
(
Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax),
0.0f,
5.0f
);
}
}
您可以在此处查看整个教程:https://unity3d.com/earn/tutorials/projects/space-shooter/moving-the-player?playlist=17147
更新其他选项:
//You select here the speed you consider
float speed = 1.0f;
void Update () {
Vector3 dir = Vector3.zero;
float InputValue = Input.acceleration.x * speed;
//You need to set the values for this limits (max and min) based on your scene
dir.y = Mathf.Clamp(InputValue, 0.5f, 50.5f);
player.transform.position = dir;
}
更新二:
没有 Clamp,只需在脚本上设置限制
void Update () {
Vector3 position = player.transform.position ;
translation = Input.acceleration.x * speed;
if( player.transform.position.y + translation < leftLimitScreen )
position.y = -leftLimitScreen ;
else if( myTransform.position.x + translation > rightLimitScreen )
position.y = rightLimitScreen ;
else
position.y += translation ;
player.transform.position = position ;
}
在一个原型中,我正在创建我得到的解决方案是创建 "walls" 在边界中没有 sprite 的对象,并使用如下脚本检查 Raycast 是否有东西:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
RaycastHit2D[] hit;
Vector2[] directions;
private Vector2 targetPosition;
private float moveSpeed;
private float moveHDir;
private float wallPos;
private bool hitLeft;
private bool hitRight;
// Use this for initialization
void Start () {
directions = new Vector2[2] {Vector2.right, Vector2.left};
hitLeft = false;
hitRight = false;
}
// Update is called once per physics timestamp
void FixedUpdate () {
foreach (Vector2 dir in directions) {
hit = Physics2D.RaycastAll(transform.position, dir);
Debug.DrawRay(transform.position, dir);
if (hit[1].collider != null) {
// Keyboard control
if (Input.GetAxisRaw("Horizontal") != 0) {
moveHDir = Input.GetAxisRaw("Horizontal");
// I have found that a 5% of the size of the object it's a
// good number to set as a minimal distance from the obj to the borders
if (hit[1].distance <= (transform.localScale.x * 0.55f)) {
if (dir == Vector2.left) {
hitLeft = true;
} else {
hitRight = true;
}
wallPos = hit[1].collider.transform.position.x;
// Condition that guarantee that the paddle do not pass the borders of the screen
// but keeps responding if you try to go to the other side
if ((wallPos > this.transform.position.x && moveHDir < 0) ||
(wallPos < this.transform.position.x && moveHDir > 0)) {
moveSpeed = gControl.initPlayerSpeed;
} else {
moveSpeed = 0;
}
} else {
if (dir == Vector2.left) {
hitLeft = false;
} else {
hitRight = false;
}
if (!hitRight && !hitLeft)
{
moveSpeed = gControl.initPlayerSpeed;
}
}
}
}
}
targetPosition = new Vector2((transform.position.x + (moveSpeed * moveHDir)), transform.position.y);
}
}
也许这不是最好的解决方案或最短的解决方案,但它对我来说创造了奇迹。
祝你好运。
这将在屏幕周围生成边缘碰撞器(对于 2d):
void GenerateCollidersAcrossScreen()
{
Vector2 lDCorner = camera.ViewportToWorldPoint(new Vector3(0, 0f, camera.nearClipPlane));
Vector2 rUCorner = camera.ViewportToWorldPoint(new Vector3(1f, 1f, camera.nearClipPlane));
Vector2[] colliderpoints;
EdgeCollider2D upperEdge = new GameObject("upperEdge").AddComponent<EdgeCollider2D>();
colliderpoints = upperEdge.points;
colliderpoints[0] = new Vector2(lDCorner.x, rUCorner.y);
colliderpoints[1] = new Vector2(rUCorner.x, rUCorner.y);
upperEdge.points = colliderpoints;
EdgeCollider2D lowerEdge = new GameObject("lowerEdge").AddComponent<EdgeCollider2D>();
colliderpoints = lowerEdge.points;
colliderpoints[0] = new Vector2(lDCorner.x, lDCorner.y);
colliderpoints[1] = new Vector2(rUCorner.x, lDCorner.y);
lowerEdge.points = colliderpoints;
EdgeCollider2D leftEdge = new GameObject("leftEdge").AddComponent<EdgeCollider2D>();
colliderpoints = leftEdge.points;
colliderpoints[0] = new Vector2(lDCorner.x, lDCorner.y);
colliderpoints[1] = new Vector2(lDCorner.x, rUCorner.y);
leftEdge.points = colliderpoints;
EdgeCollider2D rightEdge = new GameObject("rightEdge").AddComponent<EdgeCollider2D>();
colliderpoints = rightEdge.points;
colliderpoints[0] = new Vector2(rUCorner.x, rUCorner.y);
colliderpoints[1] = new Vector2(rUCorner.x, lDCorner.y);
rightEdge.points = colliderpoints;
}
如果您想在 canvas (2D)
的边界上生成对撞机
将此脚本附加到主要 canvas 对象中。
using UnityEngine;
public class BorderCollider: MonoBehaviour
{
private EdgeCollider2D _edgeCollider2D;
private Rigidbody2D _rigidbody2D;
private Canvas _canvas;
private float y, x;
private Vector2 _topLeft, _topRight, _bottomLeft, _bottomRight;
private void Start() {
//Adding Edge Collider
_edgeCollider2D = gameObject.AddComponent<EdgeCollider2D>();
//Adding Rigid body as a kinematic for collision detection
_rigidbody2D = gameObject.AddComponent<Rigidbody2D>();
_rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
//Assigning canvas
_canvas = GetComponent<Canvas>();
GetCanvasDimension(); // Finds height and width fo the canvas
GetCornerCoordinate(); // Finds co-ordinate of the corners as a Vector2
DrawCollider(); // Draws Edge collide around the corners of canvas
}
public void GetCornerCoordinate() {
// Assign corners coordinate in the variables
_topLeft = new Vector2(-x,y); // Top Left Corner
_topRight = new Vector2(x,y); // Top Right Corner
_bottomLeft = new Vector2(-x,-y); // Bottom Left Corner
_bottomRight = new Vector2(x,-y); // Bottom Right Corner
}
void GetCanvasDimension(){
y = (_canvas.GetComponent<RectTransform>().rect.height) / 2;
x = (_canvas.GetComponent<RectTransform>().rect.width) / 2;
}
void DrawCollider() {
_edgeCollider2D.points = new[] {_topLeft, _topRight, _bottomRight, _bottomLeft,_topLeft};
}
}
我目前正在 Android 的 2D 游戏中工作。我的场景中有一个玩家,如果用户倾斜他的设备,玩家对象就会在地面上移动。但他只是从左侧和右侧移出屏幕。我试图做一堵“墙”,但没有成功。在我的玩家游戏对象处有一个边缘碰撞器。现在我的问题是:我的玩家游戏对象如何与屏幕的一侧发生碰撞?
这是我的代码:
public GameObject player;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
Vector3 dir = Vector3.zero;
dir.y = Input.acceleration.x;
player.transform.Translate(new Vector2(dir.y, 0) * Time.deltaTime * 2000f);
}
非常感谢! :)
七月
编辑:
图 1 是我的墙,图 2 是我的播放器。
我正在尝试用屏幕一侧的墙来解决这个问题。这些是
已解决
解决方案代码:
Vector3 position = player.transform.position;
translation = Input.acceleration.x * movementSpeed * 50f;
if (player.transform.position.x + translation < LeftlimitScreen)
{
position.x = -LeftlimitScreen;
}
else if(transform.position.x + translation > RightlimitScreen)
{
position.x = RightlimitScreen;
}
else
{
position.x += translation;
player.transform.position = position;
}
这段代码对我有用! :)
您可以在设备中显示的区域之外的场景中放置 2 个带有碰撞器的空游戏对象,这样玩家就会撞到它们。
您还可以通过代码限制玩家可以移动的范围。您可以使用 Mathf.Clamp() 来应用它,然后您需要在场景的 x 坐标中设置边界。
您会看到,我们没有使用变换来修改玩家的位置,而是使用了刚体。
public class PlayerController : MonoBehaviour
{
public float speed;
public float tilt;
public Boundary boundary;
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.velocity = movement * speed;
rigidbody.position = new Vector3
(
Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax),
0.0f,
5.0f
);
}
}
您可以在此处查看整个教程:https://unity3d.com/earn/tutorials/projects/space-shooter/moving-the-player?playlist=17147
更新其他选项:
//You select here the speed you consider
float speed = 1.0f;
void Update () {
Vector3 dir = Vector3.zero;
float InputValue = Input.acceleration.x * speed;
//You need to set the values for this limits (max and min) based on your scene
dir.y = Mathf.Clamp(InputValue, 0.5f, 50.5f);
player.transform.position = dir;
}
更新二:
没有 Clamp,只需在脚本上设置限制
void Update () {
Vector3 position = player.transform.position ;
translation = Input.acceleration.x * speed;
if( player.transform.position.y + translation < leftLimitScreen )
position.y = -leftLimitScreen ;
else if( myTransform.position.x + translation > rightLimitScreen )
position.y = rightLimitScreen ;
else
position.y += translation ;
player.transform.position = position ;
}
在一个原型中,我正在创建我得到的解决方案是创建 "walls" 在边界中没有 sprite 的对象,并使用如下脚本检查 Raycast 是否有东西:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
RaycastHit2D[] hit;
Vector2[] directions;
private Vector2 targetPosition;
private float moveSpeed;
private float moveHDir;
private float wallPos;
private bool hitLeft;
private bool hitRight;
// Use this for initialization
void Start () {
directions = new Vector2[2] {Vector2.right, Vector2.left};
hitLeft = false;
hitRight = false;
}
// Update is called once per physics timestamp
void FixedUpdate () {
foreach (Vector2 dir in directions) {
hit = Physics2D.RaycastAll(transform.position, dir);
Debug.DrawRay(transform.position, dir);
if (hit[1].collider != null) {
// Keyboard control
if (Input.GetAxisRaw("Horizontal") != 0) {
moveHDir = Input.GetAxisRaw("Horizontal");
// I have found that a 5% of the size of the object it's a
// good number to set as a minimal distance from the obj to the borders
if (hit[1].distance <= (transform.localScale.x * 0.55f)) {
if (dir == Vector2.left) {
hitLeft = true;
} else {
hitRight = true;
}
wallPos = hit[1].collider.transform.position.x;
// Condition that guarantee that the paddle do not pass the borders of the screen
// but keeps responding if you try to go to the other side
if ((wallPos > this.transform.position.x && moveHDir < 0) ||
(wallPos < this.transform.position.x && moveHDir > 0)) {
moveSpeed = gControl.initPlayerSpeed;
} else {
moveSpeed = 0;
}
} else {
if (dir == Vector2.left) {
hitLeft = false;
} else {
hitRight = false;
}
if (!hitRight && !hitLeft)
{
moveSpeed = gControl.initPlayerSpeed;
}
}
}
}
}
targetPosition = new Vector2((transform.position.x + (moveSpeed * moveHDir)), transform.position.y);
}
}
也许这不是最好的解决方案或最短的解决方案,但它对我来说创造了奇迹。
祝你好运。
这将在屏幕周围生成边缘碰撞器(对于 2d):
void GenerateCollidersAcrossScreen()
{
Vector2 lDCorner = camera.ViewportToWorldPoint(new Vector3(0, 0f, camera.nearClipPlane));
Vector2 rUCorner = camera.ViewportToWorldPoint(new Vector3(1f, 1f, camera.nearClipPlane));
Vector2[] colliderpoints;
EdgeCollider2D upperEdge = new GameObject("upperEdge").AddComponent<EdgeCollider2D>();
colliderpoints = upperEdge.points;
colliderpoints[0] = new Vector2(lDCorner.x, rUCorner.y);
colliderpoints[1] = new Vector2(rUCorner.x, rUCorner.y);
upperEdge.points = colliderpoints;
EdgeCollider2D lowerEdge = new GameObject("lowerEdge").AddComponent<EdgeCollider2D>();
colliderpoints = lowerEdge.points;
colliderpoints[0] = new Vector2(lDCorner.x, lDCorner.y);
colliderpoints[1] = new Vector2(rUCorner.x, lDCorner.y);
lowerEdge.points = colliderpoints;
EdgeCollider2D leftEdge = new GameObject("leftEdge").AddComponent<EdgeCollider2D>();
colliderpoints = leftEdge.points;
colliderpoints[0] = new Vector2(lDCorner.x, lDCorner.y);
colliderpoints[1] = new Vector2(lDCorner.x, rUCorner.y);
leftEdge.points = colliderpoints;
EdgeCollider2D rightEdge = new GameObject("rightEdge").AddComponent<EdgeCollider2D>();
colliderpoints = rightEdge.points;
colliderpoints[0] = new Vector2(rUCorner.x, rUCorner.y);
colliderpoints[1] = new Vector2(rUCorner.x, lDCorner.y);
rightEdge.points = colliderpoints;
}
如果您想在 canvas (2D)
的边界上生成对撞机将此脚本附加到主要 canvas 对象中。
using UnityEngine;
public class BorderCollider: MonoBehaviour
{
private EdgeCollider2D _edgeCollider2D;
private Rigidbody2D _rigidbody2D;
private Canvas _canvas;
private float y, x;
private Vector2 _topLeft, _topRight, _bottomLeft, _bottomRight;
private void Start() {
//Adding Edge Collider
_edgeCollider2D = gameObject.AddComponent<EdgeCollider2D>();
//Adding Rigid body as a kinematic for collision detection
_rigidbody2D = gameObject.AddComponent<Rigidbody2D>();
_rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
//Assigning canvas
_canvas = GetComponent<Canvas>();
GetCanvasDimension(); // Finds height and width fo the canvas
GetCornerCoordinate(); // Finds co-ordinate of the corners as a Vector2
DrawCollider(); // Draws Edge collide around the corners of canvas
}
public void GetCornerCoordinate() {
// Assign corners coordinate in the variables
_topLeft = new Vector2(-x,y); // Top Left Corner
_topRight = new Vector2(x,y); // Top Right Corner
_bottomLeft = new Vector2(-x,-y); // Bottom Left Corner
_bottomRight = new Vector2(x,-y); // Bottom Right Corner
}
void GetCanvasDimension(){
y = (_canvas.GetComponent<RectTransform>().rect.height) / 2;
x = (_canvas.GetComponent<RectTransform>().rect.width) / 2;
}
void DrawCollider() {
_edgeCollider2D.points = new[] {_topLeft, _topRight, _bottomRight, _bottomLeft,_topLeft};
}
}