在Unity 2D中更好的跳跃?

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英文:

Better jumping in unity 2d?

问题

我目前正在开发一个2D游戏,用于跳跃我正在使用Rigidbody.AddForce()。然而,这导致我的角色在落地时下落速度较慢。我想要使其快速着陆。

我尝试过操控重力比例和质量的数值,但这会影响到角色的移动,并且跳跃效果也不理想。

以下是你的代码部分:

private void Update()
{
    if (IsGrounded == true)
    {
        extraJumps = 1;        
    }

    if (Input.GetKeyDown(KeyCode.Space) && extraJumps > 0 && PlayerCanMove == true)
    {
        if (CheckGrounded() == true && OnSlope() == false)
        {
            Catanim.SetBool("isJumping", true);                        
            IsJumping = true;
            RBody.AddForce(Vector2.up * JumpForce * 1000f);
            extraJumps = extraJumps - 1;
        }
        else if(CheckGrounded() == true && OnSlope() == true)
        {
            Catanim.SetBool("isJumping", true);                        
            IsJumping = true;
            RBody.AddForce(Vector2.up * JumpForce * 1000f);
            extraJumps = extraJumps - 1;
        }
        else
        {
            IsJumping = false;
            Catanim.SetBool("isJumping", false);
        }
    }
}

这里是Rigidbody2D组件的图像: 这里

英文:

I am currently working on a 2d game, and for jumping, I'm using Rigidbody.Addforce(). However, this causes my player to land back to the ground slowly. I want it to land back quickly.

I tried manipulating the values of Gravity scale and mass, but that causes effects over player movement and again that jump doesn't come out well.

Here's the code:-

    private void Update()
    {
        if (IsGrounded == true)
        {
            extraJumps = 1;        
        }

        if (Input.GetKeyDown(KeyCode.Space) && extraJumps > 0 && PlayerCanMove == true) //Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Ended
        {
            if (CheckGrounded() == true && OnSlope() == false)
            {
                Catanim.SetBool("isJumping", true);                        
                IsJumping = true;
                RBody.AddForce(Vector2.up * JumpForce * 1000f);
                extraJumps = extraJumps - 1;
                
   
            }
            else if(CheckGrounded() == true && OnSlope() == true)
            {
                Catanim.SetBool("isJumping", true);                        
                IsJumping = true;
                RBody.AddForce(Vector2.up * JumpForce * 1000f);
                extraJumps = extraJumps - 1;
                

            }
            else
            {
                IsJumping = false;
                Catanim.SetBool("isJumping", false);
            }
        }
    }
 }

Here's an image of the rigidbody2d component:-
here

答案1

得分: 0

我建议使用一个角色控制器,并且如果你想制作一个2D游戏,可以自定义重力。然而,如果你想继续使用刚体并且想要调整重力,你可以这样做:

public float gMoon = 1.6f;  // 月球上的重力.
void Start()
{
    rb = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
    rb.AddForce(new Vector3(0, -1.0f, 0) * rb.mass * gMoon);  
}
英文:

I'd recommend using a character controller and making your gravity if you are trying to make a 2D game. However, if you want to stick to rigid body and want to adjust your gravity your can do that:

 public float gMoon=1.6f;  //gravity on the moon.
     void Start()
     {
         rb=GetComponent&lt;Rigidbody&gt;();
     }
     void FixedUpdate()
     {
         rb.AddForce(new Vector3(0, -1.0f, 0)*rb.mass*gMoon);  
     }

答案2

得分: 0

In short, to make a better jump, you need a condition to determine the up and down movement. The code below is the key to solving the problem.

if (RBody.velocity.y > 0) // moving UpSide
{
    RBody.gravityScale = 1;
}
else // moving on ground
{
    RBody.gravityScale = 2; // double gravity scale for jumping down
}

And to summarize the code:

private void Update()
{
    if (IsGrounded == true)
    {
        extraJumps = 1;        
    }

    if (Input.GetKeyDown(KeyCode.Space) && ...)
    {
        ...
    }

    RBody.gravityScale = RBody.velocity.y > 0 ? 1f : 2f; // define upside gravity first and down side gravity second
}
英文:

In short, to make a better jump, you need a condition to determine the up and down movement. The code below is the key to solving the problem.

if (RBody.velocity.y &gt; 0) // moving UpSide
{
    RBody.gravityScale = 1;
}
else // moving on ground
{
    RBody.gravityScale = 2; // double gravity scale for jumping down
}

And to summarize the code:

private void Update()
{
    if (IsGrounded == true)
    {
        extraJumps = 1;        
    }

    if (Input.GetKeyDown(KeyCode.Space) &amp;&amp; ...)
    {
        ...
    }

    RBody.gravityScale = RBody.velocity.y &gt; 0 ? 1f : 2f; // define upside gravity first and down side gravity second
}

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  • 本文由 发表于 2023年3月31日 22:14:45
  • 转载请务必保留本文链接:https://go.coder-hub.com/75899562.html
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