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C# Unity 2D 自上而下的运动脚本不起作用

[英]C# Unity 2D Topdown Movement Script not working

I have been working on a unity project where the player controls a ship.我一直在做一个玩家控制一艘船的统一项目。 I was following along with a tutorial and have made an input script and a movement script that are tied together with unity's event system.我跟着教程一起做了一个输入脚本和一个移动脚本,它们与统一的事件系统绑定在一起。 As far as I can tell my script and the script in the tutorial are the same, but the tutorial script functions and mine doesn't.据我所知,我的脚本和教程中的脚本是一样的,但是教程脚本的功能和我的不一样。

Script to get player input获取玩家输入的脚本

    using UnityEngine;
using System.Collections;
using System;
using UnityEngine.Events;

public class PlayerInput : MonoBehaviour
{
    
    public UnityEvent<Vector2> OnBoatMovement = new UnityEvent<Vector2>();
    public UnityEvent OnShoot = new UnityEvent();


    void Update()
    {
        BoatMovement();
        Shoot();
    }

    private void Shoot()
    {
       if(Input.GetKey(KeyCode.F))
        {
            OnShoot?.Invoke();
        }
    }

    private void BoatMovement()
    {
        Vector2 movementVector = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
        OnBoatMovement?.Invoke(movementVector.normalized);
    }
}

Script to move player移动玩家的脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class Movement : MonoBehaviour
{
    public Rigidbody2D rb2d;
    private Vector2 movementVector;
    public float maxspeed = 10;
    public float rotatespeed = 50;
    private void Awake()
    {
        rb2d = GetComponent<Rigidbody2D>();

    }
    public void HandleShooting()
    {
        Debug.Log("Shooting");
    }
    public void Handlemovement(Vector2 movementVector)
     {
        this.movementVector = movementVector;
     }
    private void FixedUpdate()
    {
        rb2d.velocity = (Vector2)transform.up * movementVector.y * maxspeed * Time.deltaTime;
        rb2d.MoveRotation(transform.rotation * Quaternion.Euler(0, 0, -movementVector.x * rotatespeed * Time.fixedDeltaTime));
    }
}    

Any help would be appreciated!任何帮助,将不胜感激!

You need to attach your Handlers (HandleShooting and Handlemovement) to corresponding events.您需要将您的处理程序(HandleShooting 和 Handlemovement)附加到相应的事件。 Easiest way would be to make events static in PlayerInput最简单的方法是在 PlayerInput 中制作事件 static

public static UnityEvent<Vector2> OnBoatMovement = new UnityEvent<Vector2>();
public static UnityEvent OnShoot = new UnityEvent();

and attach corresponding handlers to them in Movement.Awake并在 Movement.Awake 中为它们附加相应的处理程序

private void Awake(){
    rb2d = GetComponent<Rigidbody2D>();
    PlayerInput.OnBoatMovement += Handlemovement;
    PlayerInput.OnShoot += HandleShooting;
}

Also in PlayerInput.BoatMovement you should probably check同样在 PlayerInput.BoatMovement 你应该检查

if(movementVector.sqrMagnitude > 0){
    OnBoatMovement?.Invoke(movementVector.normalized);
}

Or else random shit may happen when trying to normalize Vector with magnitude 0 (I compare sqr magnitude to aviod calculating root which is never desired)否则,当尝试用幅度 0 归一化 Vector 时可能会发生随机问题(我将 sqr 幅度与 aviod 计算根进行比较,这是永远不需要的)

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