首次重新加载后,Unity 2D跳跃高度有所不同

问题描述

最近我进入Unity并遇到了一个奇怪的错误,那就是在我运行的第一个场景中进行第一次重载(重生)后,角色的跳跃高度才更高。

方案1:

  • 正在加载场景1。角色正在以正确的高度跳动。
  • 角色死亡。场景1重新加载,角色重新生成。现在角色跳得比预期的要高得多。
  • 清除场景1,移至场景2。角色现在可以正常工作(即使在重生之后也可以)。

方案2:

  • 正在加载场景2。场景1中的确切问题发生在场景2中(因为这是我运行的第一个场景)
  • 清除场景2,移到场景3。角色现在可以正常工作(即使在重生之后也可以)。

我已经研究了几个小时,但我仍然不知道错误在哪里。

CharacterController脚本

using UnityEngine;
using UnityEngine.Events;

public class CharacterController2D : MonoBehavIoUr
{
    [Serializefield] private float m_JumpForce = 200f;                          // Amount of force added when the player jumps.
    [Range(0,.3f)] [Serializefield] private float m_MovementSmoothing = .05f;  // How much to smooth out the movement
    [Serializefield] private bool m_AirControl = false;                         // Whether or not a player can steer while jumping;
    [Serializefield] private LayerMask m_WhatIsGround;                          // A mask determining what is ground to the character
    [Serializefield] private Transform m_GroundCheck;                           // A position marking where to check if the player is grounded.
    [Serializefield] private Transform m_CeilingCheck;                          // A position marking where to check for ceilings
    [Serializefield] private Collider2D m_CrouchdisableCollider;                // A collider that will be disabled when crouching

    private System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
    const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
    private bool m_Grounded;            // Whether or not the player is grounded.
    const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
    private Rigidbody2D m_Rigidbody2D;
    private bool m_FacingRight = true;  // For determining which way the player is currently facing.
    private Vector3 m_VeLocity = Vector3.zero;

    [Header("Events")]
    [Space]

    public UnityEvent OnLandEvent;

    [System.Serializable]
    public class BoolEvent : UnityEvent<bool> { }

    private void Awake()
    {
        m_Rigidbody2D = GetComponent<Rigidbody2D>();

        if (OnLandEvent == null)
            OnLandEvent = new UnityEvent();
    }
    
    private void FixedUpdate()
    {

        if (!m_Grounded)
        { 
            sw.Start();
        }

        m_Grounded = false;


        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        // This can be done using layers instead but Sample Assets will not overwrite your project settings.
        Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position,k_GroundedRadius,m_WhatIsGround);
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders[i].gameObject != gameObject)
            {
                //sw.Stop();
                m_Grounded = true;
               if (sw.ElapsedMilliseconds > (long)60)
                    OnLandEvent.Invoke(); 
                sw.Reset();
            }
        }
    }


    public void Move(float move,bool jump)
    {

        //only control the player if grounded or airControl is turned on
        if (m_Grounded || m_AirControl)
        {

            // Move the character by finding the target veLocity
            Vector3 targetVeLocity = new Vector2(move * 10f,m_Rigidbody2D.veLocity.y);
            // And then smoothing it out and applying it to the character
            m_Rigidbody2D.veLocity = Vector3.Smoothdamp(m_Rigidbody2D.veLocity,targetVeLocity,ref m_VeLocity,m_MovementSmoothing);

            // If the input is moving the player right and the player is facing left...
            if (move > 0 && !m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
            // Otherwise if the input is moving the player left and the player is facing right...
            else if (move < 0 && m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
        }
        // If the player should jump...
        if (m_Grounded && jump)
        {
            // Add a vertical force to the player.
            m_Grounded = false;
            m_Rigidbody2D.AddForce(new Vector2(0f,m_JumpForce));
        }
    }

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

        // Multiply the player's x local scale by -1.
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;
    }
}

角色移动脚本

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

public class CharacterMovement : MonoBehavIoUr
{

    public CharacterController2D controller;
    public Animator animator;
    public Joystick joystick;
    public float horizontalMove = 0;
    public float runSpeed = 40f;
    public bool jump = false;
    
    // Update is called once per frame
    void Update()
    {
        
        if(joystick.Horizontal >= .2f){

            horizontalMove = runSpeed;

        }else if(joystick.Horizontal <= -.2f){

            horizontalMove = -runSpeed;

        }else{

            horizontalMove = 0;

        }

        animator.SetFloat("Speed",Mathf.Abs(horizontalMove));
        
        float verticalMove = joystick.Vertical;

        if(verticalMove >= .5f){

            jump = true;
            animator.SetBool("IsJumping",true);

        }

    }

    public void OnLanding() {

        animator.SetBool("IsJumping",false);

    }
    void FixedUpdate() {

        controller.Move(horizontalMove * Time.fixedDeltaTime,jump);
        jump = false;

    }

}

CharacterDeath脚本

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

public class CharacterDeath : MonoBehavIoUr
{   
    [Serializefield] GameObject DustCloud;
    //To avoid multiple water splash sound playing
    private bool splashed = false;
    public void OnCollisionEnter2D(Collision2D other){

        if(other.gameObject.CompareTag("Enemy")){

            gameObject.SetActive(false);
            Instantiate(DustCloud,transform.position,DustCloud.transform.rotation);
            Invoke("LMRespawn",2.5f);
            
        }
    }

    public void OnTriggerEnter2D(Collider2D other) {

       if(other.CompareTag("Water") && !splashed){

                AudioManager.instance.PlaySound("WaterSplashSFX");
                splashed = true;

        } 
    }

    //Adds delay before respawning
    void LMRespawn(){

        LevelManager.instance.Respawn();
        splashed = false;

    }
}

LevelManager脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehavIoUr
{
    public static LevelManager instance;
    public Transform respawnPoint;
    public GameObject characterPrefab;
    private void Awake(){

        instance = this;
    }

    public void Respawn(){

        //Instantiate(characterPrefab,respawnPoint.position,Quaternion.identity);
        Scene CS = SceneManager.GetActiveScene();
        SceneManager.LoadScene(CS.name);

    }

}

请让我知道是否需要更多信息。

解决方法

将跳跃力乘以Time.DeltaTime。

Time.DeltaTime是表示自上一帧以来的完成时间(以秒为单位),因此与之乘以或jumpForce可以确保无论在不同设备上获得的帧速率如何,或何时获得帧,我们都跳相同的高度率下降。

请注意,您还在Move函数内的CharacterController类中施加了力量:m_Rigidbody2D.AddForce(new Vector2(0f,m_JumpForce));