为什么我的脚本使我的“破折号”具有看似随机的持续时间,我该如何解决它?

Why does my script make my "dash" have a seemingly random duration and how can I fix it?

提问人:HarrisonO 提问时间:7/21/2020 更新时间:7/21/2020 访问量:119

问:

我是编码新手。我一直在尝试将弗兰肯斯坦的基本教程变成我自己的东西,似乎我终于碰壁了。我真的不确定是什么原因造成的,并希望得到一些帮助来解决这个问题。 在我按下破折号按钮(左移)的那一刻,我的角色会朝他面对的方向冲刺,但持续时间是随机的。我希望它保持一致并正常工作。 提前致谢! PS:对不起,脚本太长了,它包含了与玩家移动有关的所有内容。

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 float dashCooldownTime = 2;
    private float nextFireTime = 0;


    public Animator animator;

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


    void FixedUpdate()
    {
        moveInput = Input.GetAxisRaw("Horizontal");
        if (direction < 1 )
            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 (Time.time > nextFireTime) 
        {
            if (direction == 0)
            {
                if (Input.GetKeyDown(KeyCode.LeftShift))
                {
                    UnityEngine.Debug.Log("beaners");
                    nextFireTime = Time.time + dashCooldownTime;
                    if ((transform.rotation.eulerAngles.y == 180))
                    {
                        Dashleft();

                    }
                    else
                    {
                        DashRight();
                    }

                }
            }
        }
        else
        {
            if(dashTime <= 0)
            {
                direction = 0;
                dashTime = startDashTime;
                
            }
            else
            {
                dashTime -= Time.deltaTime;

          
            }
        }
    }
    void Dashleft()
    {
        direction = 1;
        rb.velocity = Vector2.left * dashSpeed;
    }
    void DashRight()
    {
        direction = 1;
        rb.velocity = Vector2.right * dashSpeed;
    }
}
C# Unity-游戏引擎

评论


答:

0赞 Ghost The Punisher 7/21/2020 #1

随机持续时间是因为使用了 。 See in Unity 负责每一次物理交互。它意味着来自玩家的力,如玩家的移动,以及来自环境的力,如摩擦和碰撞。Rigidbody2DRigidbody2D

这里发生的事情是,当你的球员冲刺时,也有球员的移动力,这也施加在你的球员身上。以及玩家奔跑/冲刺的地面摩擦力。 我添加了对我已更改的部分的评论。Rigidbody2d

更新了脚本的部分内容:

private bool isDashing;
.
.
.
void Update()
{

//Added: putting a Condition to check if you player is not dashing, if it is then
//player won't be able to do anything, As I've scene and done in many games. if you
//don't want this remove it and see what happens, this is not tested so sorry if there
//is something that is not working as intended.

 //dashing condition check
 if(!isDashing)
 {
    // 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;
        
        //Changed: use Add force method instead of changing the velocity.
        rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
        //rb.velocity = Vector2.up * jumpForce;
    }

    if (Input.GetKey(KeyCode.Space) && isJumping == true)
    {
        if (jumpTimeCounter > 0)
        {
            //Changed: Same this rb.AddForce...
            rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
            //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 condition ends

    // Dashing

    if (Time.time > nextFireTime) 
    {
        //Here your Dash timer ends.
        isDashing = false;
        if (direction == 0)
        {
            if (Input.GetKeyDown(KeyCode.LeftShift))
            {
                UnityEngine.Debug.Log("beaners");
                nextFireTime = Time.time + dashCooldownTime;

                //Here your Dash timer Starts.
                isDashing = true;
                if ((transform.rotation.eulerAngles.y == 180))
                {
                    Dashleft();

                }
                else
                {
                    DashRight();
                }

            }
        }
    }
    else
    {
        if(dashTime <= 0)
        {
            direction = 0;
            dashTime = startDashTime;
            
        }
        else
        {
            dashTime -= Time.deltaTime;

      
        }
    }
}

访问 Unity - Scripting API: Rigidbody2D.AddForce 希望对您有所帮助。Happy Coding

评论

0赞 HarrisonO 7/21/2020
嘿,伙计!感谢您的回复。不幸的是,我尝试自己在当前脚本上编写代码,并将整个编辑后的脚本复制粘贴到各自的路径中,但我无法让它工作。我不得不更改我的jumpForce值,以便它适合新的addForce部分。我的角色仍然有看似随机的潇洒长度。谢谢你的帮助,当有人抽出时间试图帮助别人时,这意味着很多。
0赞 Ghost The Punisher 7/21/2020
你的玩家身上有一个对撞机,对吧。尝试在该碰撞体上添加一个 PhysicsMaterial2D,这可能会有所帮助。0 friction value
0赞 HarrisonO 7/21/2020
即使角色有 0 个摩擦材料,破折号仍然是随机的。我想知道是什么原因造成的