[英]Unity2D rigidbody2D.velocity on Android Device
我有一個2D游戲,當設備傾斜時,我需要在x軸上移動玩家的bodybodyD。 我認為下面的代碼是我認為應該起作用的代碼,但事實並非如此。 播放器完全不動。 我在做什么錯,為什么?
Vector3 dir = Vector3.zero;
dir.x = Input.acceleration.y;
if (dir.sqrMagnitude > 1)
dir.Normalize();
dir *= Time.deltaTime;
anim.SetFloat("Speed", Mathf.Abs(dir.x));
rigidbody2D.velocity = new Vector2 (dir.x * tiltSpeed, rigidbody2D.velocity.y);
完整代碼如下
using UnityEngine;
using System.Collections;
public class CharacterControllerScript : MonoBehaviour {
public float maxSpeed = 10f;
bool facingRight = true;
public float tiltSpeed = 10f;
Animator anim;
// Use this for initialization
void Start () {
anim = GetComponent<Animator>();
}
// Update is called once per frame
void FixedUpdate () {
// Set animation
if ((Application.platform != RuntimePlatform.Android) || (Application.platform != RuntimePlatform.IPhonePlayer)){
float move = Input.GetAxis ("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(move));
rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
// Decide what way animation moving
if (move > 0 && !facingRight)
Flip ();
else if (move < 0 && facingRight)
Flip ();
}
else {
Vector3 dir = Vector3.zero;
dir.x = Input.acceleration.y;
if (dir.sqrMagnitude > 1)
dir.Normalize();
dir *= Time.deltaTime;
anim.SetFloat("Speed", Mathf.Abs(dir.x));
rigidbody2D.velocity = new Vector2 (dir.x * tiltSpeed, rigidbody2D.velocity.y);
// Decide what way animation moving
if (move > 0 && !facingRight)
Flip ();
else if (move < 0 && facingRight)
Flip ();
}
}
void Flip () {
facingRight = !facingRight;
Vector3 thescale = transform.localScale;
thescale.x *= -1;
transform.localScale = thescale;
}
}
我希望這個答案對您仍然有用,因為您是在幾個月前發布的
我認為您的代碼將始終通過第一個if情況。 你應該更換
(Application.platform != RuntimePlatform.Android) || (Application.platform != RuntimePlatform.IPhonePlayer)
通過
(Application.platform != RuntimePlatform.Android) && (Application.platform != RuntimePlatform.IPhonePlayer)
由於兩者不能同時為真
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