[英]Jumping at an angle with Unity and C#
我正在做一個項目,試圖通過跳躍一個角度來使角色移動。 現在,在框架更新過程中,角色將來回旋轉,按下右鍵時,角色將跳躍。 此代碼使它們跳躍一定角度,但它們始終返回到其原始位置。
另外,我有兩個角色從舞台的相反兩側開始,但是當我開始游戲時,它們會傳送到相同的位置。 我花了很多時間檢查我的代碼,但似乎無法正常工作。 您可以提供任何幫助嗎?
using UnityEngine;
using System.Collections;
public class Freg : MonoBehaviour {
public GameObject Tounge;
public float gravity;
public float tempScale = 1;
public float MaxJump = 8f;
public float MinJump = 0.1f;
static float yVector = 0;
static float xVector = 0;
static bool grounded = true;
bool isleft = false;
Vector3 farthestleft;
Vector3 farthestright;
// Use this for initialization
void Start () {
farthestleft = new Vector3 (-33.7f, 50.2f, 24.8f);
farthestright = new Vector3 (22.56f, 54.83f, -15.12f);
}
void OnTriggerEnter (Collider other) {
if (other.GetComponent<Collider> ().tag == "Ground") {
grounded = true;
yVector = 0;
//xVector = 0;
Vector3 onGround = new Vector3 (transform.position.x, -4.86f, transform.position.z);
transform.position = onGround;
} else
grounded = false;
}
// Update is called once per frame
void Update () {
/*if (Input.GetKey (KeyCode.UpArrow) == true) {
Tounge.transform.localScale.Set (1, 0.5f, 1);
} else {
Tounge.transform.localScale.Set (1, 1, 1);
}*/
if (grounded == false) {
yVector -= gravity;
}
if (Input.GetKeyDown (KeyCode.UpArrow) == true && grounded == true) {
MinJump += 0.5f;
} else if (MinJump > 0.1f){
yVector += MinJump;
xVector += MinJump;
MinJump = 0.1f;
grounded = false;
}
Vector3 stuff = new Vector3 (transform.localPosition.y + xVector, transform.position.y + yVector, transform.position.z);
transform.position = stuff;
float t = Mathf.PingPong (Time.time * 0.5f * 2.0f, 1.0f);
transform.eulerAngles = Vector3.Lerp (farthestright, farthestleft, t);
}
}
看起來您應該在if語句中更新當前位置,而不是在每次更新后都更新當前位置,實際位置是根據決策而不是循環的結尾移動的。
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