jak*_*gen 7 c# unity-game-engine
我正在学习 Unity,但未检测到我的按键
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public Rigidbody myBody;
private float time = 0.0f;
private bool isMoving = false;
private bool isJumpPressed = false;
void Start(){
myBody = GetComponent<Rigidbody>();
}
void Update()
{
isJumpPressed = Input.GetKeyDown(KeyCode.Space);
Debug.Log(isJumpPressed);
}
void FixedUpdate(){
if(isJumpPressed){
myBody.velocity = new Vector3(0,10,0);
isMoving = true;
Debug.Log("jump");
}
if(isMoving){
time = time + Time.fixedDeltaTime;
if(time>10.0f)
{
//Debug.Log( Debug.Log(gameObject.transform.position.y + " : " + time));
time = 0.0f;
}
}
}
}
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为什么 isJumpPressed 总是 false。我究竟做错了什么?据我了解,这应该有效,但我显然错过了一些东西
更新:感谢所有提出想法的人。当我停止尝试检测空格键时,isJumpPressed 返回 true。
isJumpPressed = Input.GetKeyDown("a");
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任何人都知道为什么这可行而不可行
isJumpPressed = Input.GetKeyDown(KeyCode.Space);
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或者
isJumpPressed = Input.GetKeyDown("space");
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更新 2:显然这是 Linux 中的一个错误。我读过当游戏仅在编辑器中构建时不会发生这种情况。我在https://forum.unity.com/threads/space-not-working.946974/?_ga=2.25366461.1247665695.1598713842-86850982.1598713842#post-6188199找到了解决方法
如果任何 Google 员工偶然发现此问题,请参考以下代码,因为这对我有用。
public class Player : MonoBehaviour
{
public Rigidbody myBody;
private float time = 0.0f;
private bool isMoving = false;
private bool isJumpPressed = false;
void Start(){
myBody = GetComponent<Rigidbody>();
}
void Update()
{
isJumpPressed = Input.GetKeyDown(SpacebarKey());
if(isJumpPressed)
{
Debug.Log(isJumpPressed);
}
}
void FixedUpdate(){
if(isJumpPressed){
myBody.velocity = new Vector3(0,10,0);
isMoving = true;
Debug.Log("jump");
}
if(isMoving){
time = time + Time.fixedDeltaTime;
if(time>10.0f)
{
//Debug.Log( Debug.Log(gameObject.transform.position.y + " : " + time));
time = 0.0f;
}
}
}
public static KeyCode SpacebarKey() {
if (Application.isEditor) return KeyCode.O;
else return KeyCode.Space;
}
}
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问题是FixedUpdate和Update不是一个接一个地被调用。Update 每帧调用一次,FixedUpdate 每次物理更新调用一次(默认为每秒 50 次更新)。
所以可能会发生以下情况:
Update is called -> GetKeyDown is true (this frame only) -> isJumpPressed = true
Update is called -> GetKeyDown is false -> isJumpPressed = false
FixedUpdate is called -> isJumpPressed is false
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下面是一个示例,每次按空格时打印“Update Jump”,而仅有时在按空格时打印“FixedUpdate Jump”。不要这样做:
bool isJumpPressed;
void Update()
{
isJumpPressed = Input.GetKeyDown(KeyCode.Space);
if (isJumpPressed)
{
Debug.Log("Update Jump");
}
}
private void FixedUpdate()
{
if (isJumpPressed)
{
Debug.Log("FixedUpdate Jump");
}
}
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改为这样做:
bool isJumpPressed;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
isJumpPressed = true;
Debug.Log("Update Jump");
}
}
private void FixedUpdate()
{
if (isJumpPressed)
{
Debug.Log("FixedUpdate Jump");
isJumpPressed = false;
}
}
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