在统一中我如何检查和打印事件发生所需的时间?

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我有这个我创建的运动代码我想检查玩家跳跃需要多少时间,跳跃后回到地面以及总时间我该如何计算并打印出来?如果玩家跳跃会影响我想知道的任何事情,还有一个动画设置为播放

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

public class movement : MonoBehaviour
{
    public Rigidbody rb;
    public float MouseSensitivity;
    public float MoveSpeed;
    public float JumpHeight = 40;
    public float TimeToJumpApex = 2;
    public float fallMultiplayer = 2.0f;
    // Smoothing factors
    public float moveSmoothing = 0.1f;
    public float rotateSmoothing = 0.1f;

    //animator 
    public Animator anim;
    bool isJumping = false;
    //
    private Vector3 targetMoveDirection;
    private Quaternion targetRotation;

    // Variables for calculating jump physics
    float gravity;
    float jumpVelocity;

    void Start()
    {

        //Cursor.visible = false;
    }

    void Update()
    {
        // Calculate gravity and jump velocity
        gravity = -(2 * JumpHeight) / Mathf.Pow(TimeToJumpApex, 2);
        jumpVelocity = Mathf.Abs(gravity) * TimeToJumpApex;

        anim.SetBool("jump",false);
        //Look around
        Quaternion rotationDelta = Quaternion.Euler(new Vector3(0, Input.GetAxis("Mouse X") * MouseSensitivity, 0));
        targetRotation = rb.rotation * rotationDelta;
        rb.MoveRotation(Quaternion.Lerp(rb.rotation, targetRotation, rotateSmoothing));

        //vertical parameter 
        anim.SetFloat("vertical moving", Input.GetAxis("Vertical"));
        anim.SetFloat("horizontal", Input.GetAxis("Horizontal"));
    
        //Move
        targetMoveDirection = transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal");
        rb.AddForce(targetMoveDirection * MoveSpeed, ForceMode.VelocityChange);
        rb.velocity = Vector3.Lerp(rb.velocity, Vector3.zero, moveSmoothing);

        //Jump
        if (anim.GetCurrentAnimatorStateInfo(0).IsName("Jump"))
        {
            isJumping = true;
        }
        else
        {
            isJumping = false;
        }
        if (Input.GetKeyDown(KeyCode.Space) && Mathf.Abs(rb.velocity.y) < 0.01f && !isJumping)
        {
            anim.SetBool("jump",true);
            rb.velocity = new Vector3(rb.velocity.x, jumpVelocity, rb.velocity.z);
        }
        
    }

    private void FixedUpdate()
    {
        if (rb.velocity.y < 0)
        {
            rb.velocity += Vector3.up * gravity * fallMultiplayer * Time.deltaTime;
        }
        else if (rb.velocity.y > 0 && !Input.GetKey(KeyCode.Space))
        {
            rb.velocity += Vector3.up * gravity * fallMultiplayer * Time.deltaTime;
        }
    }
}
c# unity3d rigid-bodies
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