Unity 2D物體移動


一,設置

 

 二,腳本

 

1,PlayerController 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour {

    private Rigidbody2D m_rg;

    public float MoveSpeed;
    public float JumpSpeed;

    //在角色下添加一個空物體
    //設置一個跳躍監測點
    public Transform CheckPoint;
    //設置一個跳躍監測半徑
    public float CheckRadius;
    //設置一個跳躍監測層---角色與地面的檢測
    public LayerMask WhatIsGround;

    //角色默認是否着地--true
    public bool isGround;

    private Animator Anim;

    //存儲復活點的位置信息
    public Vector2 RespawnPosition;


    public LevelManager theLevel;

    void Start () {

        m_rg = gameObject.GetComponent<Rigidbody2D>();
        Anim = gameObject.GetComponent<Animator>();

        //游戲剛開始時,玩家的重生點,就是當前的初始位置點
        RespawnPosition = transform.position;

        theLevel = FindObjectOfType<LevelManager>();

    }
    
    // Update is called once per frame
    void Update () {
        //
        isGround = Physics2D.OverlapCircle(CheckPoint.position, CheckRadius, WhatIsGround);


        //m_rg.gameObject.transform.rotation= Quaternion.identity;

        //------------------Input.GetAxisRaw沒有小數值,只有整數,不會產生緩動------------------
        //角色水平移動
        //按住D鍵,判斷如果大於0,則向右開始移動
        if (Input.GetAxisRaw("Horizontal") > 0)
        {
            m_rg.velocity = new Vector2(MoveSpeed, m_rg.velocity.y);

            //設置自身縮放的值
            transform.localScale = new Vector2(1f,1f);
        }
        //角色水平移動
        //按住A鍵,判斷如果小於0,則向左開始移動
        else if (Input.GetAxisRaw("Horizontal") < 0)
        {
            m_rg.velocity = new Vector2(-MoveSpeed, m_rg.velocity.y);

            //如果new Vector2(-1f, 1f)  x值為負數,則圖片進行反轉顯示
            transform.localScale = new Vector2(-1f, 1f);
        }
        else
        //角色水平移動
        //松開按鍵,判斷如果等於0,則停止移動
        {
            m_rg.velocity = new Vector2(0, m_rg.velocity.y);
        }

        //角色按下空格鍵實現跳躍
        //禁止二連跳
        //要先判斷角色是否在地面上,在地面上可以跳,不在地面上則不能跳
        if (Input.GetButtonDown("Jump")&& isGround)
        {

            m_rg.velocity = new Vector2(m_rg.velocity.x,JumpSpeed);
        }


        Anim.SetFloat("Speed", m_rg.velocity.x);
        Anim.SetBool("Grouned", isGround);
    }


    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag=="KillPlane")
        {
            //gameObject.SetActive(false);

            //使當前玩家的位置點為,保存的復活點位置
            //transform.position = RespawnPosition;

            theLevel.Respawn();

        }


        //角色與當前的復活點進行碰撞檢測
        //把當前角色的位置信息,設置為重生的復活點
        if (collision.tag == "CheckPoint")
        {
            RespawnPosition = collision.transform.position;
        }
    }


    /// <summary>
    /// 實現角色跟隨移動平台一起運動
    /// 把角色的父物體設置為移動平台
    /// </summary>
    /// <param name="collision"></param>
    private void OnCollisionEnter2D(Collision2D collision)
    {
        Debug.Log("碰撞到的那個吊毛叫什么名字:"+ collision.gameObject.name);
        if (collision.gameObject.tag == "MovePlatForm")
        {
            transform.parent = collision.transform;
            Debug.Log("碰撞到的那個吊毛的父物體什么名字:" + transform.parent);
        }
    }
    private void OnCollisionExit2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "MovePlatForm")
        {
            transform.parent = null;
        }
    }
}

 

 

 2,MovePlatFromController 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


/// <summary>
/// 平台移動腳本
/// </summary>
public class MovePlatFromController : MonoBehaviour {

    //要移動的物體
    public GameObject PlatForm;
    //要移動物體開始的點
    public Transform StartPoint;
    //要移動物體結束的點
    public Transform EndPoint;
    //要移動物體的移動速度
    public float MoveSpeed;
    //要移動到的目標點
    public Vector2 target;

    void Start () {
        
        target = EndPoint.position;
    }
    
    // Update is called once per frame
    void Update () {

        //把物體移動到指定的位置點上
        PlatForm.transform.position = Vector2.MoveTowards(PlatForm.transform.position, target, MoveSpeed*Time.deltaTime);

        //實現物體來回移動
        if (PlatForm.transform.position == EndPoint.position)
        {
            target = StartPoint.position;
        }
        if (PlatForm.transform.position == StartPoint.position)
        {
            target = EndPoint.position;
        }
    }
}

 


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