我已经尝试了所有可能的方法来让它工作但没有成功。我有一个滑动脚本和一个游戏/控制脚本。我试图在我的控制脚本中引用滑动控件作为控制我的角色的方法。到目前为止,我从 Unity 中只收到一个错误。
Assets/RuinRunStarterKit/Scripts/csTempleRun.cs(307,25):错误 CS1501:方法UpdatePlayer' takes
0' 参数没有重载
我尝试在 UpdatePlayer 的括号内添加 TouchDetector.enTouchType 但这给了我三个错误,而不仅仅是一个。我联系了许多人并访问了许多网站以寻找答案,但未能产生有效的结果。我没有受过编程教育。我只是在网上研究了如何在编程方面做一些事情。我这里的第二个脚本来自我在 Unity 资源商店购买的资源。我已经联系了他们以获得添加滑动控件的支持,他们通过电子邮件向我发送了触摸脚本,但没有告诉我如何实现它。我只想在手机上玩这个游戏,用滑动作为控件。这是供个人使用的。如果有人可以帮助我达到预期的结果,我将非常感激。再次,我希望能够使用滑动来控制角色。谢谢你。这是我的脚本:
TouchDetector.cs;
using UnityEngine;
using System.Collections;
public class TouchDetector : MonoBehaviour {
public delegate void deTouchEvent
(enTouchType touchType);
public static event
deTouchEvent
evTouchEvent;
public enum enTouchType
{
SwipeLeft,
SwipeRight,
SwipeDown,
SwipeUp,
}
void Start ()
{
}
void Update ()
{
if (evTouchEvent == null)
return;
if (Input.GetKeyDown(KeyCode.UpArrow )) evTouchEvent(enTouchType.SwipeUp );
if (Input.GetKeyDown(KeyCode.DownArrow )) evTouchEvent(enTouchType.SwipeDown );
if (Input.GetKeyDown(KeyCode.LeftArrow )) evTouchEvent(enTouchType.SwipeLeft );
if (Input.GetKeyDown(KeyCode.RightArrow)) evTouchEvent(enTouchType.SwipeRight);
if (Input.touchCount > 0)
{
foreach (Touch t in Input.touches)
{
Vector3 swipe = t.deltaPosition * t.deltaTime;
if (swipe.y > 0.5f) evTouchEvent(enTouchType.SwipeUp );
if (swipe.y < -0.5f) evTouchEvent(enTouchType.SwipeDown );
if (swipe.x > 0.5f) evTouchEvent(enTouchType.SwipeRight);
if (swipe.x < -0.5f) evTouchEvent(enTouchType.SwipeLeft );
}
}
}
}
csTempleRun.cs;
void Update ()
{
UpdatePlayer();
if (m_player != null)
{
// Make the camera follow the player (if active)
SmoothFollow sF = (SmoothFollow)Camera.mainCamera.GetComponent(typeof(SmoothFollow));
sF.target = m_player.transform;
// Check for collisions with interactive objects
UpdateCoins();
UpdateMines();
// Dynamically update the track
CreateNewCellsIfNeeded(false);
}
}
private void UpdatePlayer(TouchDetector.enTouchType T)
{
// if the player is dead (replaced with ragdoll) then exit since none of this code should fire.
if (m_player == null)
{
return;
}
// Gradually increase the players' running speed, and update the animation to match.
m_playerRunSpeed += Time.deltaTime * 0.005f;
m_playerRunSpeed = Mathf.Clamp(m_playerRunSpeed, 0.5f, 3.0f);
m_player.animation["run"].speed = m_playerRunSpeed * 2.0f;
// ****************************************************************************************
// INPUT
// Player can only turn if they are not already sliding / jumping.
// Equally, sliding / jumping are mutually exclusive.
if (Input.GetKeyDown (KeyCode.LeftArrow)&& m_playerJump <= -1.0f && m_playerSlide <=0.0f)
{
if (m_playerDirection == enCellDir.North) m_playerNextDirection = enCellDir.West;
if (m_playerDirection == enCellDir.East ) m_playerNextDirection = enCellDir.North;
if (m_playerDirection == enCellDir.South) m_playerNextDirection = enCellDir.East;
if (m_playerDirection == enCellDir.West ) m_playerNextDirection = enCellDir.South;
}
if (Input.GetKeyDown(KeyCode.RightArrow) && m_playerJump <= -1.0f && m_playerSlide <=0.0f)
{
if (m_playerDirection == enCellDir.North) m_playerNextDirection = enCellDir.East;
if (m_playerDirection == enCellDir.East ) m_playerNextDirection = enCellDir.South;
if (m_playerDirection == enCellDir.South) m_playerNextDirection = enCellDir.West;
if (m_playerDirection == enCellDir.West ) m_playerNextDirection = enCellDir.North;
}
if (T==TouchDetector.enTouchType.SwipeDown && m_playerJump <= -1.0f && m_playerSlide <=0.0f)
{
m_playerSlide = 1.0f;
m_player.animation.Play("slide_fake");
}
if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.Space)) && m_playerJump <= -1.0f && m_playerSlide <=0.0f)
{
AudioSource.PlayClipAtPoint(m_jumpAudio, m_player.transform.position);
m_playerJump = 1.0f;
m_playerYvel = 0.0f;
m_player.animation.Play("jump");
}
我希望发布此脚本没有做错任何事,但我觉得我需要发布此脚本以获得所需的帮助。您会在 csTempleRun.cs 脚本中注意到,我将其中一个 KeyCode 调用替换为 TouchDetector.enTouchType.SwipeDown。但是我仍然遇到错误。提前感谢您的帮助。也感谢您的时间。