我怎样才能让我的“冲刺”推动我前进?

How can I make my "dash" push me forward?

提问人:HarrisonO 提问时间:7/20/2020 更新时间:7/20/2020 访问量:225

问:

我是编程新手,想知道如何让我的“破折号”让我前进。我看了一个关于如何使破折号工作的在线教程,但在尝试之后,破折号只会在我写的情况下推动我。目前,当我按下破折号键时,我的角色的重力会减慢一秒钟,但没有移动。我能得到一些帮助来推动我的角色吗?rb.velocity = Vector2.up * dashSpeed;

如果您需要澄清,请询问!

PS:对不起,脚本太长了,我所有的玩家控制权都在这里。

using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;

public class CharacterController : MonoBehaviour
{
    //Player Movement
    public float speed;
    public float jumpForce;
    public Transform feetPos;
    public float checkRadius;
    public LayerMask whatIsGround;
    public float dashSpeed;
    public float startDashTime;


    public Animator animator;

    private Rigidbody2D rb;
    private float moveInput;
    private bool isGrounded;
    private float jumpTimeCounter;
    public float jumpTime;
    private bool isJumping;
    private float dashTime;
    private int direction;
    void Start()
    {
        animator.GetComponent<Animator>();
        rb = GetComponent<Rigidbody2D>();
        dashTime = startDashTime;
    }


    void FixedUpdate()
    {
        moveInput = Input.GetAxisRaw("Horizontal");
        rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
    }
    void Update()
    {
        // Moving
        isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, whatIsGround);

        if (moveInput > 0)
        {
            transform.eulerAngles = new Vector3(0, 0, 0);
            animator.SetBool("Moving", true);


        }
        else if (moveInput < 0)
        {
            transform.eulerAngles = new Vector3(0, 180, 0);
            animator.SetBool("Moving", true);
        }
        else
        {
            animator.SetBool("Moving", false);
        }
        // Jumping
        if (isGrounded == true && Input.GetKeyDown(KeyCode.Space))
        {
            animator.SetTrigger("IsJumping");
            isJumping = true;
            jumpTimeCounter = jumpTime;
            rb.velocity = Vector2.up * jumpForce;
        }

        if (Input.GetKey(KeyCode.Space) && isJumping == true)
        {
            if (jumpTimeCounter > 0)
            {
      
                rb.velocity = Vector2.up * jumpForce;
                jumpTimeCounter -= Time.deltaTime;
            }
            else
            {
                isJumping = false;
            }
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            

            isJumping = false;
        }
        if (isGrounded == false)
        {

            animator.SetBool("Grounded", false);
            
        }
        if (isGrounded == true)
        {
            animator.SetBool("Grounded", true);
        }
        // Dashing

        if(direction == 0)
        {
            if(Input.GetKeyDown(KeyCode.LeftShift))
            {
                if ((transform.rotation.eulerAngles.y  == 180))
                    {
                    Dashleft();
                    
                }
                else
                {
                    DashRight();
                }
                
            }
        }
        else
        {
            if(dashTime <= 0)
            {
                direction = 0;
                dashTime = startDashTime;
                
            }
            else
            {
                dashTime -= Time.deltaTime;

          
            }
        }
    }
    void Dashleft()
    {
        rb.velocity = Vector2.left * dashSpeed;
    }
    void DashRight()
    {
        rb.velocity = Vector2.right * dashSpeed;
    }
}
C# Unity-游戏引擎

评论


答:

1赞 luvjungle 7/20/2020 #1

问题是你的水平速度在每个物理帧中被控制,所以当你在 或 方法中更改速度时,速度在这条线上被重置 你可以做这样的事情:FixedUpdate()DashLeft()DashRight()rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);

if (dashTime <= 0)
    rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);

因此,只有当玩家不冲刺时,您才能通过输入来控制速度