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Unity2D中的双跳限制

[英]DoubleJumping Limits in Unity2D

在Unity的帮助论坛上,我很快发现我正在查看的语法确实过时了(在这里同样的东西: C#中的Unity Doublejump )。

这是我正在谈论的文章: http : //answers.unity3d.com/questions/753238/restrict-number-of-double-jumps.html

例如,在空的Awake()中,在我正在使用的当前版本的Unity中,它说的是elasticbody2D.fixedAngle = true;。 不再受支持,并且我需要在尝试编程的gameObject上使用约束(我应使用哪个轴... x,y或z?)。 在进行了一些编辑之后,并在查找了错误消息之后,我能够将所有的bodybody2D.velocity更改为更新的语法,即GetComponent().velocity。

这是我的代码:

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

    public class NewBehaviourScript : MonoBehaviour {

public float speed = 6.0f;
//public float j
Transform groundCheck;
//private float overlapRadius = 0.2f;
public LayerMask whatisGround;
private bool grounded = false;
private bool jump = false;
public float jumpForce = 700f;
private bool doubleJump = false;
public int dJumpLimit = 5;

void Start()
{
    groundCheck = transform.Find ("groundcheck");
    PlayerPrefs.SetInt ("doublejumps", dJumpLimit);
}

void Update()
{
    if (Input.GetKey(KeyCode.Space)) 
    {
        jump = true;
    }
    //perhaps put A and D here?
}
void FixedUpdate()
{
    //to check if Mario is on the ground

    //overlap collider replace Overlap Circle???
    //overlap point??
    //grounded = GetComponent<Rigidbody2D> ().OverlapCollision(groundCheck.position, overlapRadius, whatisGround);

    if (grounded)
        doubleJump = false;

    if (dJumpLimit < 1)
        doubleJump = true;

    bool canJump = (grounded || !doubleJump);

    if (jump && canJump) {
        GetComponent<Rigidbody2D> ().velocity = new Vector2 (GetComponent<Rigidbody2D> ().velocity.x, 0);
        GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));

        if (!doubleJump && !grounded) {
            doubleJump = true;
            dJumpLimit--;

        }

    }

        jump = false;


        //code that will work with the limits?
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);

        //this will make it stack?
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.x);
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);
    }

}

好东西是它最终能够编译。 但是我仍然不知道约束是如何工作的(它们抵抗x,y,z轴上的运动对吗?)。 跳跃仍然没有顶点,并且变量dJumpLimit似乎并没有阻止所有跳跃! 尝试破译布尔函数要完成的工作也很麻烦,如果您告诉我过时的代码要做什么,而我却失败了,这将大有帮助。 这将对我有很大帮助。非常感谢您的帮助!!!

我在同一代码中添加了一些其他注释来帮助您。

基本思想是在某些条件下允许跳跃,在某些其他条件下允许双跳,

尝试从逻辑上考虑一下,马里奥只有在地面上才能跳起来,因此我们需要检查每一帧 如果他被搁浅,并且玩家按了空格,我们会让他跳。

现在,我们希望Mario能够进行两次跳跃,但前提是他已经处于空中(否则这只是常规跳跃),并且只有在他尚未在此“当前”跳跃中进行两次跳跃时。

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

public class NewBehaviourScript : MonoBehaviour {

    public float speed = 6.0f;
    //public float j
    Transform groundCheck;  // For checking if grounded
    //private float overlapRadius = 0.2f;  // For checking if grounded
    public LayerMask whatisGround;  // A layer mask to distinguish what is considered as ground
    private bool grounded = false;  // True when Mario is touching ground
    private bool jump = false;      // Flag to check when player intends to jump
    public float jumpForce = 700f;  // How much force we will apply to our jump
    private bool doubleJump = false;  // This becomes true once we have double-jumped
    public int dJumpLimit = 5;  // A limit to prevent too many jumps happening

    void Start()
    {
        // Find the Transform called "groundcheck"
        groundCheck = transform.Find ("groundcheck"); 
        // Set the PlayerPrefs integer called "doublejumps" to the value of dJumpLimit
        PlayerPrefs.SetInt ("doublejumps", dJumpLimit);
    }

    void Update()
    { 
        // If Space is being pressed...
        if (Input.GetKey(KeyCode.Space)) 
        {
            jump = true;  // Set jump bool to true to indicate our intention to jump
        }
    //perhaps put A and D here?
    }

    void FixedUpdate()
    {
        //to check if Mario is on the ground - this is necessary so we can't jump forever

        //overlap collider replace Overlap Circle???
        //overlap point??
        //grounded = GetComponent<Rigidbody2D> ().OverlapCollision(groundCheck.position, overlapRadius, whatisGround);

        // If Mario is touching ground...
        if (grounded)
            doubleJump = false;  // Make sure that as we are grounded we are not allowed to "jump again"

        if (dJumpLimit < 1)
            doubleJump = true;
        // Set a new bool to true if grounded is true OR doubleJump is false
        bool canJump = (grounded || !doubleJump);

        // If the player pressed space AND we are allowed to jump...
        if (jump && canJump) {
            // Apply existing x velocity to the x direction 
            GetComponent<Rigidbody2D> ().velocity = new Vector2 (GetComponent<Rigidbody2D> ().velocity.x, 0);
            // Apply our jump force to the y direction 
            GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));

        // If doubleJump is false AND we are not grounded...
        if (!doubleJump && !grounded) {
            doubleJump = true;  // We have double jumped so set to true
            dJumpLimit--;  // Decrement one from dJumpLimit
        }
    }

        jump = false;  // Reset the jump bool to false

        //code that will work with the limits?
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);

        //this will make it stack?
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.x);
        //GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);
    }
}

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