我调用了脚本PlayerCharacter
来控制 Unity 2D 平台上的播放器。这是完美的,像往常一样工作。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class PlayerCharacter : MonoBehaviour
{
public float speed = 1.0f;
public string axisName = "Horizontal";
private Animator anim;
public string jumpButton = "Fire1";
public float jumpPower = 10.0f;
public float minJumpDelay = 0.5f;
public Transform[] groundChecks;
private float jumpTime = 0.0f;
private Transform currentPlatform = null;
private Vector3 lastPlatformPosition = Vector3.zero;
private Vector3 currentPlatformDelta = Vector3.zero;
// Use this for initialization
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update ()
{
//Left and right movement
anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis(axisName)));
if(Input.GetAxis(axisName) < 0)
{
Vector3 newScale = transform.localScale;
newScale.x = -1.0f;
transform.localScale = newScale;
Debug.Log("Move to left");
}
else if(Input.GetAxis(axisName) > 0)
{
Vector3 newScale = transform.localScale;
newScale.x = 1.0f;
transform.localScale = newScale;
Debug.Log ("Move to Right");
}
transform.position += transform.right*Input.GetAxis(axisName)*speed*Time.deltaTime;
//Jump logic
bool grounded = false;
foreach(Transform groundCheck in groundChecks)
{
grounded |= Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
}
anim.SetBool("Grounded", grounded);
if(jumpTime > 0)
{
jumpTime -= Time.deltaTime;
}
if(Input.GetButton("jumpButton") && anim.GetBool("Grounded") )
{
anim.SetBool("Jump",true);
rigidbody2D.AddForce(transform.up*jumpPower);
jumpTime = minJumpDelay;
}
if(anim.GetBool("Grounded") && jumpTime <= 0)
{
anim.SetBool("Jump",false);
}
//Moving platform logic
//Check what platform we are on
List<Transform> platforms = new List<Transform>();
bool onSamePlatform = false;
foreach(Transform groundCheck in groundChecks)
{
RaycastHit2D hit = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
if(hit.transform != null)
{
platforms.Add(hit.transform);
if(currentPlatform == hit.transform)
{
onSamePlatform = true;
}
}
}
if(!onSamePlatform)
{
foreach(Transform platform in platforms)
{
currentPlatform = platform;
lastPlatformPosition = currentPlatform.position;
}
}
}
void LateUpdate()
{
if(currentPlatform != null)
{
//Determine how far platform has moved
currentPlatformDelta = currentPlatform.position - lastPlatformPosition;
lastPlatformPosition = currentPlatform.position;
}
if(currentPlatform != null)
{
//Move with the platform
transform.position += currentPlatformDelta;
}
}
}
当我尝试使用可触摸控制器修改脚本时出现问题。我已经用谷歌搜索了很多次并尽可能地修改了脚本,但它仍然没有给我任何结果(顺便说一句,我是 Unity 的新手)。TouchControls
然后我从一个网站上找到了一个关于使用 GUI 纹理 ( )制作触摸控制器的教程。我认为该教程很容易学习。这是脚本
using UnityEngine;
using System.Collections;
[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class TouchControls : MonoBehaviour {
// GUI textures
public GUITexture guiLeft;
public GUITexture guiRight;
public GUITexture guiJump;
private Animator anim;
// Movement variables
public float moveSpeed = 5f;
public float jumpForce = 50f;
public float maxJumpVelocity = 2f;
// Movement flags
private bool moveLeft, moveRight, doJump = false;
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
// Check to see if the screen is being touched
if (Input.touchCount > 0)
{
// Get the touch info
Touch t = Input.GetTouch(0);
// Did the touch action just begin?
if (t.phase == TouchPhase.Began)
{
// Are we touching the left arrow?
if (guiLeft.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Left Control");
moveLeft = true;
}
// Are we touching the right arrow?
if (guiRight.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Right Control");
moveRight = true;
}
// Are we touching the jump button?
if (guiJump.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Jump Control");
doJump = true;
}
}
// Did the touch end?
if (t.phase == TouchPhase.Ended)
{
// Stop all movement
doJump = moveLeft = moveRight = false;
}
}
// Is the left mouse button down?
if (Input.GetMouseButtonDown(0))
{
// Are we clicking the left arrow?
if (guiLeft.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Left Control");
moveLeft = true;
}
// Are we clicking the right arrow?
if (guiRight.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Right Control");
moveRight = true;
}
// Are we clicking the jump button?
if (guiJump.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Jump Control");
doJump = true;
}
}
if (Input.GetMouseButtonUp(0))
{
// Stop all movement on left mouse button up
doJump = moveLeft = moveRight = false;
}
}
void FixedUpdate()
{
//anim.SetFloat("Speed", Mathf.Abs);
// Set velocity based on our movement flags.
if (moveLeft)
{
rigidbody2D.velocity = -Vector2.right * moveSpeed;
}
if (moveRight)
{
rigidbody2D.velocity = Vector2.right * moveSpeed;
}
if (doJump)
{
// If we have not reached the maximum jump velocity, keep applying force.
if (rigidbody2D.velocity.y < maxJumpVelocity)
{
rigidbody2D.AddForce(Vector2.up * jumpForce);
} else {
// Otherwise stop jumping
doJump = false;
}
}
}
}
但我不知道如何实现教程 ( TouchControls
) 中的脚本并将其分配给我的播放器控制脚本 ( PlayerCharacter
)。如何结合这两个脚本,以便玩家可以通过可触摸控件来控制它?