[英]Random Bug in Unity2D
我最近一直在為 GMTK 2022 Game Jam 做一個項目,我遇到了一個非常奇怪的問題。 當您移動並按空格鍵時,我有一個破折號。 它使您朝着您的速度方向移動,然后在短時間內讓您快速移動。 它在所有情況下都可以正常工作,除非您移動的方向是向上和向左,在這種情況下,if 語句奇怪地不會觸發。 我確信這很愚蠢,但我在過去的一個小時里一直在排除故障,這讓我發瘋了。
// Update is called once per frame
void Update()
{
playerInputh = 0;
playerInputv = 0;
if (Input.GetKey("right"))
{
playerInputh = 1;
}
if (Input.GetKey("left"))
{
playerInputh = -1;
}
if (Input.GetKey("right") && Input.GetKey("left"))
{
playerInputh = 0;
}
if (Input.GetKey("up"))
{
playerInputv = 1;
}
if (Input.GetKey("down"))
{
playerInputv = -1;
}
if (Input.GetKey("up") && Input.GetKey("down"))
{
playerInputv = 0;
}
Vector2 screenPosition = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
Vector2 mouseWorldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
//This is the dash that isn't working:
if ((Input.GetKeyDown(/*"right shift"*/"space")) && (playerInputh != 0 || playerInputv != 0))
{
Debug.Log("Dash");
//Vector2 transform2dposition = new Vector2(transform.position.x, transform.position.y);
m_Rigidbody.AddForce((m_Rigidbody.velocity) * 500f);
wJumpTimer = airControlAfterJump;
speed = maxSpeed*3.5f;
StartCoroutine(Roll());
}
}
void FixedUpdate()
{
//no moving while jumping!!!
if (wJumpTimer > 0)
{
wJumpTimer -= 1;
}
else
{
wJumpTimer = 0;
}
//move
if (playerInputh != 0 && playerInputv != 0) //make diagonals no super sayan
{
playerInputh *= moveLimiter;
playerInputv *= moveLimiter;
one_h = playerInputh;//futureproof
one_v = playerInputv;
}
if ((playerInputh != 0 || playerInputv != 0) && speed < maxSpeed) //are we hitting the move buttons??
{
speed += acceleration;//accelerate
one_h = playerInputh;//futureproof
one_v = playerInputv;
}
else
{
if (speed > 0f) //are we getting off the ride
{
speed -= deceleration; //decelerate
}
else
{
speed = 0f; //no funny buisness
}
}
m_Rigidbody.velocity = new Vector2(one_h * speed, one_v * speed); //actually move
}
void SetFace(int diceNumb)
{
rndr.sprite = sprites[diceNumb];
}
IEnumerator Roll()
{
Random diceNumb = new Random();
rndr.sprite = sprites[diceNumb.Next(0,5)];
yield return new WaitForSeconds(0.125f);
rndr.sprite = sprites[diceNumb.Next(0, 5)];
yield return new WaitForSeconds(0.125f);
rndr.sprite = sprites[diceNumb.Next(0, 5)];
yield return new WaitForSeconds(0.125f);
rndr.sprite = sprites[diceNumb.Next(0, 5)];
yield return new WaitForSeconds(0.125f);
var newValue = diceNumb.Next(0, 5);
FaceValue = newValue + 1;
rndr.sprite = sprites[newValue];
}
你的輸入是如何設置的? 我懷疑你有一個鍵綁定到多個動作,比如一個鍵被設置為一個動作的主鍵,而另一個鍵被設置為另一個動作。
就個人而言,我也會停止使用賦值運算符並改為增量。 代替
playerInputh = 0;
if (Input.GetKey("right"))
{
playerInputh = 1;
}
if (Input.GetKey("left"))
{
playerInputh = -1;
}
if (Input.GetKey("right") && Input.GetKey("left"))
{
playerInputh = 0;
}
你可以做
playerInputv = 0;
if (Input.GetKey("right"))
{
playerInputh += 1;
}
if (Input.GetKey("left"))
{
playerInputh += -1;
}
此處的最終結果是相同的 - 如果您按下兩個鍵,結果總和為零,但代碼更易於閱讀(IMO)。
當您檢查鍵綁定的內容時,還要檢查空格的替代項,因為這是您需要沖刺的另一個觸發器。
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