這里是一個簡單的跳躍,5.0和其他版本貌似不一樣,並且,再起跳功能做的不完全。
不過一個基本的思路在這里。
1.首先,射線檢測,這里是利用一個空對象,放到主角對象的下面
2.然后調節射線的位置,在主角對象的下面一點(這點很重要,差不多放在腳下,這樣才能和地面接觸,不然就永遠也和地面接觸不了)
LineCast 兩點之間產生射線,去和某個碰撞器發生碰撞,觸發了碰撞器,返回一個真
先定義要碰撞的碰撞器的層
然后,在綁定主角的腳本文件上開始寫腳本:
using UnityEngine; using System.Collections; public class move : MonoBehaviour { // Use this for initialization private bool grounded = false; private Transform groundcheck; private bool jump = false; //角色的跳起 private Rigidbody2D hero; public float jumpy = 360f; public AudioClip jumpclips; //跳躍音頻 void Start () { groundcheck = transform.Find ("groundcheck"); //hero = transform.Find ("pk_0"); } // Update is called once per frame void Update () { if(Input.GetKey(KeyCode.W)){ gameObject.transform.Translate(Vector3.up*5*Time.deltaTime); } if(Input.GetKey(KeyCode.S)){ gameObject.transform.Translate(Vector3.down*5*Time.deltaTime); } if(Input.GetKey(KeyCode.A)){ gameObject.transform.Translate(Vector3.left*5*Time.deltaTime); } if(Input.GetKey(KeyCode.D)){ gameObject.transform.Translate(Vector3.right*5*Time.deltaTime); } //與地面接觸為真,太能夠進行跳躍 grounded = Physics2D.Linecast (transform.position, groundcheck.transform.position,1 << LayerMask.NameToLayer("Ground")); if(grounded && Input.GetKeyDown(KeyCode.J)){ jump = true; //設置角色的起跳功能 if(jump == true){ AudioSource.PlayClipAtPoint(jumpclips,gameObject.transform.position); gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0f,jumpy)); //hero.AddForce(new Vector2(0f,1000f)); jump = false; grounded = false; } } Debug.DrawLine (transform.position, groundcheck.transform.position,Color.red,1f); } }