[英]Unity getting an object to pass through another object but still trigger collision
[英]Unity Click on 1 object to trigger another object
請記住,我是Unity新手。 我有兩個要“組合”的腳本,但嘗試時不起作用。
我有一個腳本(Name : RobotController)
。 該腳本控制播放器的移動。 上/下,下,左和右。 (這僅適用於鍵盤鍵atm)
這個腳本可以正常工作,但是現在我想添加電話的觸摸鍵功能。 我的意思是,如果有人單擊“向上箭頭”,則玩家將跳下。
向上箭頭是一個對象。
這是我的問題。 我用對撞機和腳本創建了向上箭頭。
向上腳本:
public class NewJumpScript : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnMouseOver()
{
if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetMouseButtonDown(0)))
{
Debug.Log("test");
}
}
}
這是帶有地面檢查等內容的RobotController腳本。
public class RobotController : MonoBehaviour {
//This will be our maximum speed as we will always be multiplying by 1
public float maxSpeed = 2f;
public GameObject player;
public GameObject sprite;
//a boolean value to represent whether we are facing left or not
bool facingLeft = true;
//a value to represent our Animator
Animator anim;
//to check ground and to have a jumpforce we can change in the editor
bool grounded = true;
public Transform groundCheck;
public float groundRadius = 1f;
public LayerMask whatIsGround;
public float jumpForce = 300f;
private bool isOnGround = false;
void OnCollisionEnter2D(Collision2D collision) {
isOnGround = true;
}
void OnCollisionExit2D(Collision2D collision) {
anim.SetBool ("Ground", grounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
isOnGround = false;
}
// Use this for initialization
void Start () {
player = GameObject.Find("player");
//set anim to our animator
anim = GetComponent <Animator>();
}
void FixedUpdate () {
//set our vSpeed
//set our grounded bool
grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
//set ground in our Animator to match grounded
anim.SetBool ("Ground", grounded);
float move = Input.GetAxis ("Horizontal");//Gives us of one if we are moving via the arrow keys
//move our Players rigidbody
rigidbody2D.velocity = new Vector3 (move * maxSpeed, rigidbody2D.velocity.y);
//set our speed
anim.SetFloat ("Speed",Mathf.Abs (move));
//if we are moving left but not facing left flip, and vice versa
if (move > 0 && !facingLeft) {
Flip ();
} else if (move < 0 && facingLeft) {
Flip ();
}
}
void Update(){
if ((isOnGround == true && Input.GetKeyDown (KeyCode.UpArrow)) || (isOnGround == true && Input.GetKeyDown (KeyCode.Space))) {
anim.SetBool("Ground",false);
rigidbody2D.AddForce (new Vector2 (0, jumpForce));
}
if (isOnGround == true && Input.GetKeyDown (KeyCode.DownArrow))
{
gameObject.transform.localScale = new Vector3(transform.localScale.x, 0.2f, 0.2f);
}
if (isOnGround == true && Input.GetKeyUp (KeyCode.DownArrow))
{
gameObject.transform.localScale = new Vector3(transform.localScale.x, 0.3f, 0.3f);
}
}
//flip if needed
void Flip(){
facingLeft = !facingLeft;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
需要發生的是,當單擊游戲中的“向上箭頭”時,該人將跳起與RobotController腳本相同的淚水。 我希望你能理解我的問題。
感謝您的時間和幫助。
我對兩個問題都發布了相同的答案,因為它們是如此相似。 您可以輕松地根據需要修改代碼。
這只是做到這一點的一種方法。 可能還有更多,但這是我到目前為止遇到的最好的。
在QUI按鈕上,需要這樣的腳本:
private Mover playerMover;
void Start()
{
playerMover = GameObject.Find("Character").GetComponent<Mover>();
}
void OnMouseOver()
{
if (Input.GetMouseButton(0))
{
Debug.Log("pressed");
playerMover.MoveButtonPressed();
}
}
請注意,find僅在start函數中完成,因為它在計算上很繁瑣。
在角色游戲對象上,需要這樣的腳本組件:
using UnityEngine;
using System.Collections;
public class Mover : MonoBehaviour {
public void MoveButtonPressed()
{
lastPressedTime = Time.timeSinceLevelLoad;
}
public double moveTime = 0.1;
private double lastPressedTime = 0.0;
void Update()
{
if(lastPressedTime + moveTime > Time.timeSinceLevelLoad)
{
// Character is moving
rigidbody.velocity = new Vector3(1.0f, 0.0f, 0.0f);
}
else
{
rigidbody.velocity = new Vector3(0.0f, 0.0f, 0.0f);
}
}
}
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