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);
}
}

