[英]DoubleJumping Limits in Unity2D
在Unity的幫助論壇上,我很快發現我正在查看的語法確實過時了(在這里同樣的東西: C#中的Unity Doublejump )。
這是我正在談論的文章: http : //answers.unity3d.com/questions/753238/restrict-number-of-double-jumps.html
例如,在空的Awake()中,在我正在使用的當前版本的Unity中,它說的是elasticbody2D.fixedAngle = true;。 不再受支持,並且我需要在嘗試編程的gameObject上使用約束(我應使用哪個軸... x,y或z?)。 在進行了一些編輯之后,並在查找了錯誤消息之后,我能夠將所有的bodybody2D.velocity更改為更新的語法,即GetComponent().velocity。
這是我的代碼:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour {
public float speed = 6.0f;
//public float j
Transform groundCheck;
//private float overlapRadius = 0.2f;
public LayerMask whatisGround;
private bool grounded = false;
private bool jump = false;
public float jumpForce = 700f;
private bool doubleJump = false;
public int dJumpLimit = 5;
void Start()
{
groundCheck = transform.Find ("groundcheck");
PlayerPrefs.SetInt ("doublejumps", dJumpLimit);
}
void Update()
{
if (Input.GetKey(KeyCode.Space))
{
jump = true;
}
//perhaps put A and D here?
}
void FixedUpdate()
{
//to check if Mario is on the ground
//overlap collider replace Overlap Circle???
//overlap point??
//grounded = GetComponent<Rigidbody2D> ().OverlapCollision(groundCheck.position, overlapRadius, whatisGround);
if (grounded)
doubleJump = false;
if (dJumpLimit < 1)
doubleJump = true;
bool canJump = (grounded || !doubleJump);
if (jump && canJump) {
GetComponent<Rigidbody2D> ().velocity = new Vector2 (GetComponent<Rigidbody2D> ().velocity.x, 0);
GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));
if (!doubleJump && !grounded) {
doubleJump = true;
dJumpLimit--;
}
}
jump = false;
//code that will work with the limits?
//GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);
//this will make it stack?
//GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.x);
//GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);
}
}
好東西是它最終能夠編譯。 但是我仍然不知道約束是如何工作的(它們抵抗x,y,z軸上的運動對嗎?)。 跳躍仍然沒有頂點,並且變量dJumpLimit似乎並沒有阻止所有跳躍! 嘗試破譯布爾函數要完成的工作也很麻煩,如果您告訴我過時的代碼要做什么,而我卻失敗了,這將大有幫助。 這將對我有很大幫助。非常感謝您的幫助!!!
我在同一代碼中添加了一些其他注釋來幫助您。
基本思想是在某些條件下允許跳躍,在某些其他條件下允許雙跳,
嘗試從邏輯上考慮一下,馬里奧只有在地面上才能跳起來,因此我們需要檢查每一幀 。 如果他被擱淺,並且玩家按了空格,我們會讓他跳。
現在,我們希望Mario能夠進行兩次跳躍,但前提是他已經處於空中(否則這只是常規跳躍),並且只有在他尚未在此“當前”跳躍中進行兩次跳躍時。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour {
public float speed = 6.0f;
//public float j
Transform groundCheck; // For checking if grounded
//private float overlapRadius = 0.2f; // For checking if grounded
public LayerMask whatisGround; // A layer mask to distinguish what is considered as ground
private bool grounded = false; // True when Mario is touching ground
private bool jump = false; // Flag to check when player intends to jump
public float jumpForce = 700f; // How much force we will apply to our jump
private bool doubleJump = false; // This becomes true once we have double-jumped
public int dJumpLimit = 5; // A limit to prevent too many jumps happening
void Start()
{
// Find the Transform called "groundcheck"
groundCheck = transform.Find ("groundcheck");
// Set the PlayerPrefs integer called "doublejumps" to the value of dJumpLimit
PlayerPrefs.SetInt ("doublejumps", dJumpLimit);
}
void Update()
{
// If Space is being pressed...
if (Input.GetKey(KeyCode.Space))
{
jump = true; // Set jump bool to true to indicate our intention to jump
}
//perhaps put A and D here?
}
void FixedUpdate()
{
//to check if Mario is on the ground - this is necessary so we can't jump forever
//overlap collider replace Overlap Circle???
//overlap point??
//grounded = GetComponent<Rigidbody2D> ().OverlapCollision(groundCheck.position, overlapRadius, whatisGround);
// If Mario is touching ground...
if (grounded)
doubleJump = false; // Make sure that as we are grounded we are not allowed to "jump again"
if (dJumpLimit < 1)
doubleJump = true;
// Set a new bool to true if grounded is true OR doubleJump is false
bool canJump = (grounded || !doubleJump);
// If the player pressed space AND we are allowed to jump...
if (jump && canJump) {
// Apply existing x velocity to the x direction
GetComponent<Rigidbody2D> ().velocity = new Vector2 (GetComponent<Rigidbody2D> ().velocity.x, 0);
// Apply our jump force to the y direction
GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));
// If doubleJump is false AND we are not grounded...
if (!doubleJump && !grounded) {
doubleJump = true; // We have double jumped so set to true
dJumpLimit--; // Decrement one from dJumpLimit
}
}
jump = false; // Reset the jump bool to false
//code that will work with the limits?
//GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);
//this will make it stack?
//GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.x);
//GetComponent<Rigidbody2D>().velocity = new Vector2(speed,GetComponent<Rigidbody2D>().velocity.y);
}
}
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