我做了一个脚本,用于在Unity中的3D游戏中的玩家移动.我喜欢运动的工作方式,但当我在移动时跳跃时,玩家一直以相同的速度向那个方向移动,直到它落到地面上,这是这个脚本的预期行为.但我希望能够在空中稍微移动玩家(不完全可控。
任何改进这段代码的建议都将得到极大的赞赏。
这是我的代码。
using System.IO;
using UnityEngine;
public class VelocityMovement : MonoBehaviour
{
#region Variables
public float speed;
public float gravity;
public float maxVelocityChange;
public float jumpHeight;
public float raycastDistance;
public Rigidbody rb;
#endregion
private void Awake()
{
//gets rigidbody, freezes rotation of the rigidbody, disables unity's built in gravity system on rigidbody.
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
rb.useGravity = false;
}
private void Update()
{
//Jump system
if(Grounded())
{
if (Input.GetKeyDown(KeyCode.Space))
{
rb.velocity = new Vector3(rb.velocity.x, CalculateJumpSpeed(), rb.velocity.z);
}
}
}
private void FixedUpdate()
{
//Moves the player when on the ground.
if (Grounded())
{
//Calculate how fast the player should be moving.
Vector3 targetVelocity = new Vector3(playerInputs.hAxis, 0, playerInputs.vAxis);
targetVelocity = transform.TransformDirection(targetVelocity);
targetVelocity *= speed ;
//Calculate what the velocity change should be
Vector3 velocity = rb.velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0f;
//applies a force equal to the needed velocity change
rb.AddForce(velocityChange, ForceMode.VelocityChange);
}
//Adds gravity to the rigidbody
rb.AddForce(new Vector3(0, -gravity * rb.mass, 0));
}
//Checks if player is on the ground
private bool Grounded()
{
return Physics.Raycast(transform.position, Vector3.down, raycastDistance);
}
//calculates how high the player should be jumping
private float CalculateJumpSpeed()
{
return Mathf.Sqrt(2 * jumpHeight * gravity);
}
}
如果我理解正确的话,你想放慢你的动作,而半空中.至少是左右的情况。如果我没理解错的话,你可以在if(Grounded())后面做一个else{},然后从那里开始,可能会做一些浮动变量,作为你在空中控制leftright的乘数,以及另一个向前和向后的浮动变量。在那里面,你可以只是乘以你的速度与变量(取决于轴),你应该得到一些形式的较慢的运动有。
我希望这至少能帮助你解决一点问题。
private void FixedUpdate()
{
//check how big the movement is. Swap SomeSmallValue with a float like 0.1f
float actualSpeed;
Vector3 velocity;
if(Grounded())
{
actualSpeed = speed;
//HERE IT IS NOT, THIS DOESN'T MATTER
velocity = rb.velocity
}
else{
actualSpeed = speed * SomeSmallValue;
//WITH THIS rb KEEPS THE SPEED IF ANY BUTTON IS PRESSED
velocity = 0;
}
//Moves the player ALWAYS.
//Calculate how fast the player should be moving.
Vector3 targetVelocity = new Vector3(playerInputs.hAxis, 0, playerInputs.vAxis);
targetVelocity = transform.TransformDirection(targetVelocity);
//if Grounded == true the movement is exactly the same than before, because actualSpeed = speed.
//If Grounded == false, the movement is so light
targetVelocity *= actualSpeed;
//Calculate what the velocity change should be
//I'VE PLACED THIS UP IN ORDER TO CALL Grounded() ONLY ONE TIME
//Vector3 velocity = rb.velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0f;
//applies a force equal to the needed velocity change
rb.AddForce(velocityChange, ForceMode.VelocityChange);
//Adds gravity to the rigidbody
rb.AddForce(new Vector3(0, -gravity * rb.mass, 0));
}
如果你的代码工作正常,可以试试这样的东西。只是移动了接地的条件。现在运动在空气时间也能工作。我们用那个接地的bool来检查运动的大小。