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第一次重新加载后Unity 2D跳跃高度不同

[英]Unity 2D Jump Height different after first reloading

最近我进入了 Unity,我有一个奇怪的错误,我的角色的跳跃高度只有在我运行的第一个场景中第一次重新加载(重生)后才会更高。

场景一:

  • 正在加载场景 1。 角色以正确的高度跳跃。
  • 人物死亡。 场景 1 重新加载,角色重生。 角色现在跳得比预期高得多。
  • 清除场景 1,移动到场景 2。角色现在行为正常(即使在重生后)。

场景2:

  • 正在加载场景 2。 场景1中的确切问题发生在场景2中。(因为它是我运行的第一个场景)
  • 清除场景 2,移动到场景 3。角色现在行为正常(即使在重生之后)。

我已经研究了几个小时,但我仍然无法弄清楚错误在哪里。

角色控制器脚本

using UnityEngine;
using UnityEngine.Events;

public class CharacterController2D : MonoBehaviour
{
    [SerializeField] private float m_JumpForce = 200f;                          // Amount of force added when the player jumps.
    [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;  // How much to smooth out the movement
    [SerializeField] private bool m_AirControl = false;                         // Whether or not a player can steer while jumping;
    [SerializeField] private LayerMask m_WhatIsGround;                          // A mask determining what is ground to the character
    [SerializeField] private Transform m_GroundCheck;                           // A position marking where to check if the player is grounded.
    [SerializeField] private Transform m_CeilingCheck;                          // A position marking where to check for ceilings
    [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching

    private System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
    const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
    private bool m_Grounded;            // Whether or not the player is grounded.
    const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
    private Rigidbody2D m_Rigidbody2D;
    private bool m_FacingRight = true;  // For determining which way the player is currently facing.
    private Vector3 m_Velocity = Vector3.zero;

    [Header("Events")]
    [Space]

    public UnityEvent OnLandEvent;

    [System.Serializable]
    public class BoolEvent : UnityEvent<bool> { }

    private void Awake()
    {
        m_Rigidbody2D = GetComponent<Rigidbody2D>();

        if (OnLandEvent == null)
            OnLandEvent = new UnityEvent();
    }
    
    private void FixedUpdate()
    {

        if (!m_Grounded)
        { 
            sw.Start();
        }

        m_Grounded = false;


        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        // This can be done using layers instead but Sample Assets will not overwrite your project settings.
        Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders[i].gameObject != gameObject)
            {
                //sw.Stop();
                m_Grounded = true;
               if (sw.ElapsedMilliseconds > (long)60)
                    OnLandEvent.Invoke(); 
                sw.Reset();
            }
        }
    }


    public void Move(float move, bool jump)
    {

        //only control the player if grounded or airControl is turned on
        if (m_Grounded || m_AirControl)
        {

            // Move the character by finding the target velocity
            Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
            // And then smoothing it out and applying it to the character
            m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

            // If the input is moving the player right and the player is facing left...
            if (move > 0 && !m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
            // Otherwise if the input is moving the player left and the player is facing right...
            else if (move < 0 && m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
        }
        // If the player should jump...
        if (m_Grounded && jump)
        {
            // Add a vertical force to the player.
            m_Grounded = false;
            m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
        }
    }

    
    private void Flip()
    {
        // Switch the way the player is labelled as facing.
        m_FacingRight = !m_FacingRight;

        // Multiply the player's x local scale by -1.
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;
    }
}

角色移动脚本

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

public class CharacterMovement : MonoBehaviour
{

    public CharacterController2D controller;
    public Animator animator;
    public Joystick joystick;
    public float horizontalMove = 0;
    public float runSpeed = 40f;
    public bool jump = false;
    
    // Update is called once per frame
    void Update()
    {
        
        if(joystick.Horizontal >= .2f){

            horizontalMove = runSpeed;

        }else if(joystick.Horizontal <= -.2f){

            horizontalMove = -runSpeed;

        }else{

            horizontalMove = 0;

        }

        animator.SetFloat("Speed", Mathf.Abs(horizontalMove));
        
        float verticalMove = joystick.Vertical;

        if(verticalMove >= .5f){

            jump = true;
            animator.SetBool("IsJumping", true);

        }

    }

    public void OnLanding() {

        animator.SetBool("IsJumping", false);

    }
    void FixedUpdate() {

        controller.Move(horizontalMove * Time.fixedDeltaTime, jump);
        jump = false;

    }

}

角色死亡脚本

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

public class CharacterDeath : MonoBehaviour
{   
    [SerializeField] GameObject DustCloud;
    //To avoid multiple water splash sound playing
    private bool splashed = false;
    public void OnCollisionEnter2D(Collision2D other){

        if(other.gameObject.CompareTag("Enemy")){

            gameObject.SetActive(false);
            Instantiate(DustCloud, transform.position, DustCloud.transform.rotation);
            Invoke("LMRespawn", 2.5f);
            
        }
    }

    public void OnTriggerEnter2D(Collider2D other) {

       if(other.CompareTag("Water") && !splashed){

                AudioManager.instance.PlaySound("WaterSplashSFX");
                splashed = true;

        } 
    }

    //Adds delay before respawning
    void LMRespawn(){

        LevelManager.instance.Respawn();
        splashed = false;

    }
}

关卡管理器脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour
{
    public static LevelManager instance;
    public Transform respawnPoint;
    public GameObject characterPrefab;
    private void Awake(){

        instance = this;
    }

    public void Respawn(){

        //Instantiate(characterPrefab, respawnPoint.position, Quaternion.identity);
        Scene CS = SceneManager.GetActiveScene();
        SceneManager.LoadScene(CS.name);

    }

}

如果需要更多信息,请告诉我。

用 Time.DeltaTime 乘以跳跃力。

Time.DeltaTime 表示自上一帧以来的完成时间(以秒为单位),因此乘以或 jumpForce 将确保我们跳跃相同的高度,无论我们在不同设备上获得的帧速率如何,或者帧速率何时下降。

请注意,您还在Move函数内的 CharacterController 类中施加了力: m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));

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