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));