无论出于何种原因,我的玩家移动每秒或每隔一秒都会卡顿,我确信这与我的玩家移动代码采用错误的更新方法有关。
这是我的球员移动代码
[SerializeField] private LayerMask groundLayerMask;
public float speed;
public float Jump;
public sword swordScript;
public GameObject swordSprite;
private float move;
private Rigidbody2D rb;
private BoxCollider2D boxCollider2d;
private bool facingRight;
public SpriteRenderer spr;
public Animator PlayerAnims;
public bool movementAllowed;
public float knockback;
void Awake()
{
boxCollider2d = GetComponent<BoxCollider2D>();
rb = GetComponent<Rigidbody2D>();
facingRight = true;
spr = GetComponent<SpriteRenderer>();
}
// Start is called before the first frame update
void Start()
{
boxCollider2d = GetComponent<BoxCollider2D>();
rb = GetComponent<Rigidbody2D>();
facingRight = true;
spr = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void FixedUpdate()
{
if(movementAllowed == true)
{
rb.velocity = new Vector2(move * speed, rb.velocity.y);
move = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(move * speed, rb.velocity.y);
if (isGrounded() && Input.GetButtonDown("Jump"))
{
rb.AddForce(new Vector2(rb.velocity.x, Jump));
}
}
}
void Update()
{
if (movementAllowed == true)
{
Flip(move);
if (move == 0)
{
PlayerAnims.SetBool("isRunning", false);
}
else
{
PlayerAnims.SetBool("isRunning", true);
}
}
}
private bool isGrounded()
{
float extraHeightText = .1f;
RaycastHit2D raycasthit2d = Physics2D.BoxCast(boxCollider2d.bounds.center, boxCollider2d.bounds.size, 0f, Vector2.down, extraHeightText, groundLayerMask);
Color rayColour;
if (raycasthit2d.collider != null)
{
rayColour = Color.green;
PlayerAnims.SetBool("isJumping", false);
}
else
{
rayColour = Color.red;
PlayerAnims.SetBool("isJumping", true);
}
Debug.DrawRay(boxCollider2d.bounds.center + new Vector3(boxCollider2d.bounds.extents.x, 0), Vector2.down * (boxCollider2d.bounds.extents.y + extraHeightText), rayColour);
Debug.DrawRay(boxCollider2d.bounds.center - new Vector3(boxCollider2d.bounds.extents.x, 0), Vector2.down * (boxCollider2d.bounds.extents.y + extraHeightText), rayColour);
Debug.DrawRay(boxCollider2d.bounds.center - new Vector3(boxCollider2d.bounds.extents.x, boxCollider2d.bounds.extents.y + extraHeightText), Vector2.right * (boxCollider2d.bounds.extents.x), rayColour);
return raycasthit2d.collider != null;
}
private void Flip(float move)
{
if (move > 0 && !facingRight || move < 0 && facingRight)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
if (swordScript.isFollowing == true)
{
Vector3 swordScale = swordSprite.transform.localScale;
swordScale.x *= -1;
swordSprite.transform.localScale = swordScale;
}
}
}
我尝试了你的脚本,我想我几乎看不到那种口吃,但有一件事似乎可以解决它。
您在代码中无缘无故地有此特定行两次
rb.velocity = new Vector2(move * speed, rb.velocity.y);
只需删除第一个。
根据经验:
调用rb.AddForce
:这与物理相互作用 - 将其放在FixedUpdate
设置rb.velocity
:这仅设置一个值。您不会触发与此的物理交互 - 将其放在Update
因此,首先您应该将设置速度的代码移动到更新函数。此外,您正在设置速度两次。只需删除第一行。
举个例子,更新和修复更新功能:
void FixedUpdate()
{
if(movementAllowed == true)
{
if (isGrounded() && Input.GetButtonDown("Jump"))
{
rb.AddForce(new Vector2(rb.velocity.x, Jump));
}
}
}
void Update()
{
if (movementAllowed == true)
{
float move = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(move * speed, rb.velocity.y);
Flip(move);
if (move == 0)
{
PlayerAnims.SetBool("isRunning", false);
}
else
{
PlayerAnims.SetBool("isRunning", true);
}
}
}
由于您没有在除Update
以外的任何地方使用move
,因此您可以将其声明为局部变量并删除脚本顶部的private float move;
。
最后应该提到的一件事:您在"开始"或"唤醒"中都获得了组件引用。通常,你应该在"开始"屏幕中获取引用,并且仅在需要时在"唤醒"中获取它们。