C#中的双重跳跃

4
我正在制作一个2D平台游戏,我希望我的角色能够进行双重跳跃。
使用这段代码,我的角色可以进行双重跳跃,但是根据我按下跳跃按钮的速度不同,第二次跳跃会使角色跳得比第一次高出两倍以上。
我该如何做到第二次跳跃不能比第一次跳跃更高?
[SerializeField] float maxSpeed = 10f;              // The fastest the player can travel in the x axis.
[SerializeField] float jumpForce = 400f;            // Amount of force added when the player jumps. 

[Range(0, 1)]
[SerializeField] float crouchSpeed = .36f;          // Amount of maxSpeed applied to crouching movement. 1 = 100%

[SerializeField] bool airControl = false;           // Whether or not a player can steer while jumping;
[SerializeField] LayerMask whatIsGround;            // A mask determining what is ground to the character

Transform groundCheck;                              // A position marking where to check if the player is grounded.
float groundedRadius = .2f;                         // Radius of the overlap circle to determine if grounded
bool grounded = false;                              // Whether or not the player is grounded.
Transform ceilingCheck;                             // A position marking where to check for ceilings
float ceilingRadius = .01f;                         // Radius of the overlap circle to determine if the player can stand up
Animator anim;                                      // Reference to the player's animator component.

int maxNumberOfAirJumps = 1;                        // Number of times the player can jump in the air
int numberOfAirJumpsLeft = 0;



void Awake()
{
    // Setting up references.
    groundCheck = transform.Find("GroundCheck");
    ceilingCheck = transform.Find("CeilingCheck");
    anim = GetComponent<Animator>();
}


void FixedUpdate()
{
    // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
    grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
    anim.SetBool("Ground", grounded);

    // Set the vertical animation
    anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
}


public void Move(float move, bool crouch, bool jump)
{    
    // If crouching, check to see if the character can stand up
    if(!crouch && anim.GetBool("Crouch"))
    {
        // If the character has a ceiling preventing them from standing up, keep them crouching
        if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
            crouch = true;
    }

    // Set whether or not the character is crouching in the animator
    anim.SetBool("Crouch", crouch);

    //only control the player if grounded or airControl is turned on
    if(grounded || airControl)
    {
        // Reduce the speed if crouching by the crouchSpeed multiplier
        move = (crouch ? move * crouchSpeed : move);

        // The Speed animator parameter is set to the absolute value of the horizontal input.
        anim.SetFloat("Speed", Mathf.Abs(move));

        // Move the character
        rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);

        // If the input is moving the player right and the player is facing left...
        if(move > 0 && !facingRight)
            // ... flip the player.
            Flip();
        // Otherwise if the input is moving the player left and the player is facing right...
        else if(move < 0 && facingRight)
            // ... flip the player.
            Flip();
    }

    // If the player should jump...
    if (grounded && jump) {
        // Add a vertical force to the player.
        anim.SetBool ("Ground", false);
        rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
        numberOfAirJumpsLeft = maxNumberOfAirJumps; //Reset the air jumps when the player jumps
    }
    else if (!grounded && jump && numberOfAirJumpsLeft  > 0)
    {
        rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
        numberOfAirJumpsLeft--; //One less jump 
    }
}


void Flip ()
{
    // Switch the way the player is labelled as facing.
    facingRight = !facingRight;

    // Multiply the player's x local scale by -1.
    Vector3 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;
}
void OnTriggerEnter(Collider col)
{

    if (col.tag == "Player")
    {
        //money collected

        //destroy money object
        Destroy(gameObject);
    }
}

}


7
"抱歉接受了。现在,不要再为此道歉了,尽快去修复它吧;)" - tom redfern
根据您的需求而定。当玩家进行第二次跳跃时,您需要取消第一次跳跃的所有力量,并像正常情况下添加第二次跳跃。换句话说,当玩家进行第二次跳跃时,就像他站在坚实的平台上跳跃一样。 - the_lotus
2个回答

0

我不擅长游戏开发,所以我会提出一个我认为应该有效的建议。

你需要在第一次跳跃后减少jumpForce或在每次空中跳跃后添加更少的力量。应该是这样的:

//Declare int numberOfAirJumpsMade = 1;
if (grounded && jump) {
    // Add a vertical force to the player.
    anim.SetBool ("Ground", false);
    rigidbody2D.AddForce (new Vector2 (0f, jumpForce));
    numberOfAirJumpsLeft = maxNumberOfAirJumps; //Reset the air jumps when the player jumps
    numberOfAirJumpsMade = 1; //reset air jump counter
}    
else if (!grounded && jump && numberOfAirJumpsLeft  > 0)
{
    rigidbody2D.AddForce (new Vector2 (0f, jumpForce / (numberOfAirJumpsMade * 2)));
    numberOfAirJumpsLeft--; //One less jump 
    numberOfAirJumpsMade++;
}

在这里,您第一次空中跳跃的力量比从地面跳跃少了两倍。如果您设置maxNumberOfAirJumps = 2,则第一个空中跳跃会得到(400 / (1 * 2)) = 200 的力量,第二个则会得到(400 / (2 * 2)) = 100

这只是让您入门。稍后,您可能希望在计算中添加重力因素,因为当您的英雄着陆时,您可能希望为空中跳跃添加较少的力量。


0

FixedUpdate 在每次 Move 之前被调用吗?如果是这样,它会根据半径重置接地状态,因此如果你足够快,你可以进行第二次“接地”跳跃。然后,你可以再做一次空中跳跃。


1
FixedUpdate 在每个物理帧(每次游戏物理更新)运行一次,这可能会在每个渲染帧中发生几次。 - maraaaaaaaa

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