Abb*_*bby 4 c# animation unity-game-engine
我是 unity 和 C# 的新手,所以希望得到任何帮助。
我已经让我的精灵跳跃工作正常,但是,唯一可以播放的动画是着陆动画。起飞动画不会播放,精灵在跳跃时保持空闲位置,直到速度低于 0,然后播放着陆动画。
我究竟做错了什么?我希望在玩家跳起来时实现起飞动画播放,然后在它坠落时直接进入着陆动画。
这是我的代码:
using UnityEngine;
public class Player : MonoBehaviour
{
private Rigidbody2D myRigidbody;
private Animator myAnimator;
[SerializeField]
private float movementSpeed;
private bool facingRight;
private bool attack;
private bool slide;
[SerializeField]
private Transform[] groundPoints;
[SerializeField]
private float groundRadius;
[SerializeField]
private LayerMask whatIsGround;
private bool isGrounded;
private bool jump;
private bool airControl;
[SerializeField]
private float jumpForce;
// Use this for initialization
void Start()
{
facingRight = true;
myRigidbody = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
}
void Update()
{
HandleInput();
}
// Update is called once per frame
void FixedUpdate()
{
float horizontal = Input.GetAxis("Horizontal");
HandleMovement(horizontal);
isGrounded = IsGrounded();
Flip(horizontal);
HandleAttacks();
HandleLayers();
ResetValues();
}
private void HandleMovement(float horizontal)
{
if (myRigidbody.velocity.y < 0)
{
myAnimator.SetBool("land", true);
}
if (!myAnimator.GetBool("slide") && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Attack")&&(isGrounded || airControl))
{
myRigidbody.velocity = new Vector2(horizontal * movementSpeed, myRigidbody.velocity.y);
}
if (isGrounded && jump)
{
isGrounded = false;
myRigidbody.AddForce(new Vector2(0, jumpForce));
myAnimator.SetTrigger("jump");
}
if (slide && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide"))
{
myAnimator.SetBool("slide", true);
}
else if (!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide"))
{
myAnimator.SetBool("slide", false);
}
myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
}
private void HandleAttacks()
{
if (attack && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Attack"))
{
myAnimator.SetTrigger("attack");
myRigidbody.velocity = Vector2.zero;
}
}
private void HandleInput()
{
if(Input.GetKeyDown(KeyCode.Space))
{
jump = true;
}
if (Input.GetKeyDown(KeyCode.LeftShift))
{
attack = true;
}
if (Input.GetKeyDown(KeyCode.LeftControl))
{
slide = true;
}
}
private void Flip(float horizontal)
{
if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
private void ResetValues()
{
attack = false;
slide = false;
jump = false;
}
private bool IsGrounded()
{
if (myRigidbody.velocity.y <= 0)
{
foreach (Transform point in groundPoints)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
myAnimator.ResetTrigger("jump");
myAnimator.SetBool("land", false);
return true;
}
}
}
}
return false;
}
private void HandleLayers()
{
if (!isGrounded)
{
myAnimator.SetLayerWeight(1, 1);
}
else
{
myAnimator.SetLayerWeight(1, 0);
}
}
}
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我认为您设置动画的方式使这比必要的更具挑战性。让我们改变一些东西,希望能让你的角色动画更容易一些。
首先,我认为trigger在编写跳跃动画脚本时使用动画是不可靠的。一个更好的方法是float在你的动画师中创建一个,我称之为velocityY,它代表玩家的Rigidbody2D.velocity.y. 我还创建了一个新的bool名为isGrounded,因为我觉得这是更清晰,更适用于多“跳”的场景。
创建这些变量后,您可以通过以下方式链接您的三个动画 - 空闲、跳跃和着陆:
从“空闲”过渡到“跳跃”,条件是:
velocityY > 0isGrounded = false在以下条件下从“跳跃”过渡到“着陆”:
velocityY < 0isGrounded = false当 时从“土地”过渡到“空闲” isGrounded = true。
最后,要在角色跌倒时设置动画(无需先跳跃),您可以选择从“空闲”过渡到“着陆”,其中:
velocityY < 0isGrounded = false现在来看代码。这是我在一个项目中测试的一个工作示例,以实现您想要的结果。请注意,我没有在您的脚本中包含所有内容,仅包含让角色正确移动并为其跳跃设置动画的部分。尝试使用此脚本并尝试使用移动值以及播放器Rigidbody2D组件上的重力乘数;默认值和 3.5 的重力乘数对我来说很有趣!
using UnityEngine;
public class Player : MonoBehaviour
{
//Components on Player GameObject
private Rigidbody2D myRigidbody;
private Animator myAnimator;
//Movement variables
[SerializeField]
private float movementSpeed = 9; //Set default values so you don't always
[SerializeField] //have to remember to set them in the inspector
private float jumpForce = 15;
//Ground checking
[SerializeField]
private Transform groundPoint;
[SerializeField]
private float groundRadius = 0.1f;
[SerializeField]
private LayerMask whatIsGround;
private float velocityX;
private bool isGrounded;
private bool facingRight;
// Use this for initialization
private void Start()
{
facingRight = true;
myRigidbody = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>();
}
private void Update()
{
Flip();
HandleInput();
HandleAnimations();
}
private void FixedUpdate()
{
HandleMovement(); //It's generally considered good practice to
//call physics-related methods in FixedUpdate
}
private void HandleAnimations()
{
if (!isGrounded)
{
myAnimator.SetBool("isGrounded", false);
//Set the animator velocity equal to 1 * the vertical direction in which the player is moving
myAnimator.SetFloat("velocityY", 1 * Mathf.Sign(myRigidbody.velocity.y));
}
if (isGrounded)
{
myAnimator.SetBool("isGrounded", true);
myAnimator.SetFloat("velocityY", 0);
}
}
private void HandleMovement()
{
isGrounded = Physics2D.OverlapCircle(groundPoint.position, groundRadius, whatIsGround);
velocityX = Input.GetAxis("Horizontal");
myRigidbody.velocity = new Vector2(velocityX * movementSpeed , myRigidbody.velocity.y);
}
private void HandleInput()
{
if (Input.GetKeyDown(KeyCode.Space))
{
Jump();
}
}
private void Jump()
{
if (isGrounded)
{ //ForceMode2D.Impulse is useful if Jump() is called using GetKeyDown
myRigidbody.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
}
else
{
return;
}
}
private void Flip()
{
if (velocityX > 0 && !facingRight || velocityX < 0 && facingRight)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}
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我还花了一些时间来重新组织您的代码。你现在不一定需要关心太多的组织,但我认为你可能会感兴趣,因为你还在学习。
如您所见,脚本中的每个方法都处理一个具体的任务。例如,有一种方法专门用于处理动画,另一种方法可以让玩家跳跃。以这种方式设置您的代码是个好主意,这样如果您以后必须更改一个方面,例如玩家移动,那么所有相关代码都在同一个位置。我认为这对于创建处理玩家“动作”(如跳跃或攻击)的方法尤其如此;如果你有足够的它们,你甚至可以创建一个完整的 Actions class。
最后要提到的是这行代码:
isGrounded = Physics2D.OverlapCircle(groundPoint.position, groundRadius, whatIsGround);
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我发现这是一种更简单的方法来确定玩家何时停飞。我通过向GameObject播放器添加一个孩子,添加一个便于放置的彩色图标来实现这一点(您可以通过单击 a 名称附近的彩色框来实现此目的GameObject),并将其放置在玩家的脚之间。