[英]How can I add a jump to the player controller?
我希望能夠通過在家里或空間站等地方以及外面按空格鍵來跳躍。
這是附在膠囊上的播放器 controller 腳本:
在我添加跳轉部分之前它工作正常。 在頂部我添加了這 3 行:
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
然后在更新中添加:
if (controller.isGrounded && Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
但我沒有變量 controller。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float speed = 10.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float translation = Input.GetAxis("Vertical") * speed;
float straffe = Input.GetAxis("Horizontal") * speed;
translation *= Time.deltaTime;
straffe *= Time.deltaTime;
transform.Translate(straffe, 0, translation);
if (controller.isGrounded && Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
if (Input.GetKeyDown("escape"))
{
Cursor.lockState = CursorLockMode.Locked;
}
}
}
這是附加到作為膠囊子的主相機的凸輪鼠標外觀腳本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CamMouseLook : MonoBehaviour
{
public float sensitivity = 5.0f;
public float smoothing = 2.0f;
Vector2 mouseLook;
Vector2 smoothV;
GameObject character;
// Start is called before the first frame update
void Start()
{
character = this.transform.parent.gameObject;
}
// Update is called once per frame
void Update()
{
var md = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
md = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * smoothing));
smoothV.x = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing);
smoothV.y = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing);
mouseLook += smoothV;
mouseLook.y = Mathf.Clamp(mouseLook.y, -90f, 90f);
transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
character.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, character.transform.up);
}
}
你有沒有想過施加力量?
public Rigidbody myphysic;
public float forceofjump = 100f; // or minor or more....
void Awake()
{
myphysic= transform.GetComponent<Rigidbody>();
}
void FixedUpdate()
{
if (controller.isGrounded && Input.GetButton("Jump"))
{
myphysic.AddForce( transform.up * forceofjump, ForceMode.Impulse);
}
}
Vector3.zero 是錯誤的,因為將所有運動矢量設置為零! 所以 = 沒有動作!
或者,例如:
Vector3 moveDirection = new Vector3(0, 10, 0);
這是什么意思:
new Vector3(X=stop, Y=10 of force, Z=stop);
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