使用原地跳跃动画移动

Move with InPlace Jump Animation

我是新手。这是一个非常简单的疑问,但我不知道该怎么做。我想让我的角色向前跳 1.And 我这里的动画是 Inplace(他在 y 上升然后回来)。所以我必须在播放动画时以编程方式向前移动我的角色,它应该看起来很流畅.所以这是我附加到角色的脚本。

if(Input.GetKeyDown(KeyCode.Space))
{
    this.gameObject.GetComponent<Animator>().SetTrigger("shouldJump?");
    transform.position += 1*transform.forward;

}

但我的情况是他前进 1,然后播放 JumpAnimation。 请帮忙!!

试试多线程吧。使用一名工人制作跳跃动画,另一名工人制作运动。不过,这可能会导致其他问题,尤其是在平滑度方面……也许请查看文档。

您在这里所做的是将角色位置设置为在 z 轴上向前移动一个单位,并告诉动画师在玩家每次按下 space 按钮时开始跳跃动画。要在多个帧的范围内移动变换,您必须逐渐修改更新方法中的位置或使用物理引擎。

您可以在 Unity 中检查 Unify community wiki for some examples or go through some of the many tutorials 玩家移动。

来自维基:

  • RigidbodyFPSWalker - 我最喜欢的脚本之一,在用移动干扰任何游戏时参考。使用物理引擎,因此您的角色需要 RigidBodyColliderCapsuleColliderSphereColliderBoxCollider
// From: http://wiki.unity3d.com/index.php/RigidbodyFPSWalker
// Creative Common's Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0).
using UnityEngine;
using System.Collections;
 
[RequireComponent (typeof (Rigidbody))]
[RequireComponent (typeof (CapsuleCollider))]
public class CharacterControls : MonoBehaviour {
 
    public float speed = 10.0f;
    public float gravity = 10.0f;
    public float maxVelocityChange = 10.0f;
    public bool canJump = true;
    public float jumpHeight = 2.0f;
    private bool grounded = false;
 
    void Awake () {
        rigidbody.freezeRotation = true;
        rigidbody.useGravity = false;
    }
 
    void FixedUpdate () {
        if (grounded) {
            // Calculate how fast we should be moving
            Vector3 targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
            targetVelocity = transform.TransformDirection(targetVelocity);
            targetVelocity *= speed;
 
            // Apply a force that attempts to reach our target velocity
            Vector3 velocity = rigidbody.velocity;
            Vector3 velocityChange = (targetVelocity - velocity);
            velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
            velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
            velocityChange.y = 0;
            rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
 
            // Jump
            if (canJump && Input.GetButton("Jump")) {
                rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
            }
        }
 
        // We apply gravity manually for more tuning control
        rigidbody.AddForce(new Vector3 (0, -gravity * rigidbody.mass, 0));
 
        grounded = false;
    }
 
    void OnCollisionStay () {
        grounded = true;    
    }
 
    float CalculateJumpVerticalSpeed () {
        // From the jump height and gravity we deduce the upwards speed 
        // for the character to reach at the apex.
        return Mathf.Sqrt(2 * jumpHeight * gravity);
    }
}