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检查是否在不使用 oncollision 进入/退出的情况下接地?

[英]checking if grounded without using oncollision enter/exit?

所以我有一个脚本可以旋转立方体(按下方向时旋转 90 度),目前我使用 oncollision enter 来检测墙壁,当我尝试使用它来检查是否接地时,它会在我离开时完全停止一切一次碰撞并进入另一次碰撞,否则当我在半空中时它不会完全检查并且允许我在我不想移动时移动。 非常感谢任何和所有帮助。

{
bool isGrounded = true;

private Rigidbody2D rb;

bool leftInput = true;
bool rightInput = true;

public float RollingDuration = 0.2f;

// Start is called before the first frame update
void Start()
{
    rb = GetComponent<Rigidbody2D>();
}

// fixed update is for physics
void FixedUpdate()
{
    var dir = Vector3.zero;

    if (Input.GetKey(KeyCode.LeftArrow) && leftInput && isGrounded)
    {
        dir = Vector3.left;
    }
    if (Input.GetKey(KeyCode.RightArrow) && rightInput && isGrounded)
    {
        dir = Vector3.right;
    }
    if (dir !=Vector3.zero && !isRolling)
    {
        StartCoroutine(Roll(dir));
    }


}

private void OnCollisionEnter2D(Collision2D collision)
{
    //check to see if our player is grounded
    if (collision.gameObject.tag == "Grounded")
        {
        isGrounded = true;
        }

    if (collision.gameObject.tag == "LeftWall" || collision.gameObject.tag == "RightWall")
    {
        StopCoroutine("Roll");
      
        if (collision.gameObject.tag == "LeftWall")
        {
            leftInput = false;
            // we are grounded when touching walls
            isGrounded = true;
        }
        if (collision.gameObject.tag == "RightWall")
        {
        
            rightInput = false;
            // we are grounded when touching walls
            isGrounded = true;

        }
        if (collision.gameObject.tag == null)
        {
            isGrounded = false;
        }
        else
        {
            isRolling = false;
            rb.velocity = Vector2.zero;
            rb.velocity = new Vector2(0.0f, 0.0f);
            rb.angularVelocity = 0.0f;
            rb.transform.rotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);
            rb.rotation = 0.0f;
        }
    }
}


bool isRolling = false;
IEnumerator Roll(Vector3 direction)
{
    if (direction == Vector3.right && isGrounded)
    {
        leftInput = true;
    }
    else if (direction == Vector3.left && isGrounded)
    {
        rightInput = true;
    }
    isRolling = true;
    
    var rotAxis = Vector3.Cross(Vector3.up, direction);
    var pivot = (rb.transform.position + Vector3.down * 0.5f) + direction * 0.5f;

    var startRotation = rb.transform.rotation;
    var endRotation = Quaternion.AngleAxis(90.0f, rotAxis) * startRotation;

    var startPosition = rb.transform.position;
    var endPosition = rb.transform.position + direction;

    var rotSpeed = 90.0f / RollingDuration;
    var t = 0.0f;

    while (t < RollingDuration && isGrounded)
    {
        t += Time.deltaTime;
        if (t < RollingDuration && isGrounded)
        {
            rb.transform.RotateAround(pivot, rotAxis, rotSpeed * Time.deltaTime);
            yield return null;
        }
        else
        {
            rb.transform.rotation = endRotation;
            rb.transform.position = endPosition;
        }
    }
    isRolling = false;

}

}

我认为进行地面检查的最简单和常用的方法是投射光线。 因此,只需将光线投射到您要检查的方向或尝试重叠功能。

例子:

if(Physics.OverlapCircle(point, radius, layerMask)) {
    //do stuff
}

因此,只需向您想要检查的所有方向投射一条光线,或者向立方体的每一侧添加重叠功能。

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