统一无僵尸跳跃 [英] Jumping without rigidbody in unity

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本文介绍了统一无僵尸跳跃的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我试图在我们的控制脚本的控件中添加跳转,但是它仍然不起作用,并且我感到很沮丧,因为我做了很多尝试来使它起作用.我不使用刚体,而是想使用基于脚本的物理学,但后来使用光线投射(以检测地面).它是3D,但具有固定的角度,因为角色是精灵(我们正在考虑尝试类似于不要挨饿",纸马里奥"等样式).我现在要输入的内容是,当角色静止不动时向上跳,然后再进行跳跃,这也使角色移动时角色可以走一段距离.好吧,你知道了.为此,我首先需要完全跳下来,还需要重力来将角色放回原处,同时还要考虑角色可以降落在与起始地面不同高度的地面上. 现在发生的是,角色跳了一点点,甚至没有跳,然后无休止地摔倒-或再次按下跳动时无休止地爬升.那么,我该如何解决呢?

I'm trying to add jumping to the controls of our control script but it just doesn't work yet and I'm getting kind of frustrated because I tried a lot to make it work. I don't use rigidbodies and rather want to use script based physics and - but later - raycasts (to detect ground). It's 3D but with a fixed perspective because the characters are sprites (we are thinking about trying a style similar to Don't Starve, Paper Mario etc.). And the thing I want to put in for now is to jump upwards when the character stands still and later on jumps that also let the character travel a bit of distance when the character moves. Well, you get the picture. For that I first need to get jumping working at all - and also gravity to put the character back down while also considering that the character could land on a ground that has a different height than the starting ground. What happens now is that the character jumps just a tiny little bit, like not even a hop, and then falls down endlessly - or goes up endlessly when jump is pressed again. So, how do I fix that?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Controls3D : MonoBehaviour
{

    public float player3DSpeed = 5f;
    private bool IsGrounded = true;
    private const float groundY = (float) 0.4;
    private Vector3 Velocity = Vector3.zero;
    public Vector3 gravity = new Vector3(0, -10, 0);

    void Start()
    {
    }

    void Update()
    {
        if (IsGrounded)
        {
            if (Input.GetButtonDown("Jump"))
            {
                IsGrounded = false;
                Velocity = new Vector3(Input.GetAxis("Horizontal"), 20, Input.GetAxis("Vertical"));
            }
            Velocity.x = Input.GetAxis("Horizontal");
            Velocity.z = Input.GetAxis("Vertical");
            if (Velocity.sqrMagnitude > 1)
                Velocity.Normalize();
            transform.position += Velocity * player3DSpeed * Time.deltaTime;
        }
        else
        {
            Velocity += gravity * Time.deltaTime;
            Vector3 position = transform.position + Velocity * Time.deltaTime;
            if (position.y < groundY)
            {
                position.y = groundY;
                IsGrounded = true;
            }
            transform.position = position;
        }
    }
}

推荐答案

如果我是你,我想我会把整个东西变成一个字符控制器,因为这简化了#### ton:P

If i were you, i think i wouldve changed the whole thing into a character controller, as this simplifies the process, a ####ton :P

如果确定要使用CC.这是我通常使用的解决方案:

If you figure out you do want to use the CC. This is the solution i usually use:

CharacterController controller = GetComponent<CharacterController>();
    // is the controller on the ground?
    if (controller.isGrounded)
    {
        //Feed moveDirection with input.
        moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        moveDirection = transform.TransformDirection(moveDirection);



        //Multiply it by speed.
        moveDirection *= speed;
        //Jumping
        if (Input.GetButton("Jump"))
            moveDirection.y = jumpSpeed;

    }
    //Applying gravity to the controller
    moveDirection.y -= gravity * Time.deltaTime;
    //Making the character move
    controller.Move(moveDirection * Time.deltaTime);

moveDirection是一个Vector3类型变量,而speed和jumpSpeed是用于修改速度的公共浮点值.

moveDirection is a Vector3 Type variable, and speed and jumpSpeed are public float values used to modify the speed.

请注意:字符控制器,让您对自己的物理进行编程.

Please NOTE: Character Controllers, let you program your own Physics.

这篇关于统一无僵尸跳跃的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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