团结:对角线运动问题



我有一个测试2D游戏,我的玩家从左向右移动,当他到达屏幕的末端时,它只会在另一侧转换。我改变了主意,使我的球员对角线移动。它确实有效,但是我不知道如何使玩家撞到屏幕结束时停止。我不希望它在另一侧转换,而是想停下来。到目前为止,我所有的结果要么是在边缘上有些故障,要么根本不停止。我提供了PlayerController脚本。现在,我的球员对角线移动,他将在屏幕边缘继续前进。如果有人能帮助我,我将非常感谢。我从没想过我会处理对角线运动,但我真的很想学习如何做。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PlayerController : MonoBehaviour {
    public float speed = 7;
    public float speedy = 7;
    public event System.Action OnPlayerDeath;
    float screenHalfWidthInWorldUnits;
    Rigidbody2D rb;
    void Start () {
        rb = GetComponent<Rigidbody2D>();
        float halfPlayerWidth = transform.localScale.x / 2f;
        screenHalfWidthInWorldUnits = Camera.main.aspect * Camera.main.orthographicSize;
    }
    void Update()
    {
        float inputX = Input.GetAxisRaw("Horizontal");
        float velocity = inputX * speed;
        transform.Translate(Vector2.right * velocity * Time.deltaTime); 
    }

    public void MoveRight()
    {
        rb.velocity = new Vector2(speed, speedy);
    }
    public void MoveLeft()
    {
        rb.velocity = new Vector2(-speed, -speedy);
    }

    public void Stop()
    {
        rb.velocity =  Vector2.zero;
    }
    void OnTriggerEnter2D(Collider2D triggerCollider)
    {
        if (triggerCollider.tag =="Box")
        {
            if (OnPlayerDeath != null)
            {
                OnPlayerDeath();
            }
            Destroy(gameObject);
        }
    }
}

您可以检查播放器是否处于地图的边界。

如果您分别检查了X和Y轴,则可以将其X或Y轴锁定到边框而不进一步。

这是我之前制作的脚本的示例。

如果我正确理解您,您希望能够对角线移动。在下面的我的示例脚本中,您可以直接移动和对角线,也可以在边缘之间翘曲或在谈到想要的时在边缘停止。

此脚本比您可能需要的要高一些,所以让我知道有关它是否使您感到困惑。

请注意,如果您将布尔人设置为false,他将在边界停下来,否则他将从地图的边缘扭曲。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
    public float _Speed = 5f;
    public WorldBounds _WorldBounds;
    public bool _ShouldWarp; //If _ShouldWarp is false, will block players movement instead.
    void Update()
    {
        Move();
        WarpIfAtBoundary();
    }
    void Move()
    {
        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        transform.Translate(Vector3.right * Time.deltaTime * _Speed * horizontal);
        transform.Translate(Vector3.up * Time.deltaTime * _Speed * vertical);
    }
    void WarpIfAtBoundary()
    {
        //X Axis
        //If player is at positive X boundary
        if (transform.position.x > (_WorldBounds.xPlus + _WorldBounds.xBuffer))
        {
            if (_ShouldWarp) //Teleport/warp player is set to enabled
            {
                transform.position = new Vector3(_WorldBounds.xMinus, transform.position.y, transform.position.z);
            }
            else //Otherwise keep player in border position
            {
                transform.position = new Vector3(_WorldBounds.xPlus + _WorldBounds.xBuffer, transform.position.y, transform.position.z);
            }
        }
        //Else if player is at negative X boundary
        else if (transform.position.x < (_WorldBounds.xMinus - _WorldBounds.xBuffer))
        {
            if (_ShouldWarp)//Teleport/warp player is set to enabled
            {
                transform.position = new Vector3(_WorldBounds.xPlus, transform.position.y, transform.position.z);
            }
            else //Otherwise keep player in border position
            {
                transform.position = new Vector3(_WorldBounds.xMinus - _WorldBounds.xBuffer, transform.position.y, transform.position.z);
            }
        }
        //Y Axis
        //If player is at positive Y boundary
        if (transform.position.y > (_WorldBounds.yPlus + _WorldBounds.yBuffer))
        {
            if (_ShouldWarp)//Teleport/warp player is set to enabled
            {
                transform.position = new Vector3(transform.position.x, _WorldBounds.yMinus, transform.position.z);
            }
            else //Otherwise keep player in border position
            {
                transform.position = new Vector3(transform.position.x, _WorldBounds.yPlus + _WorldBounds.yBuffer, transform.position.z);
            }
        }
        //Else if player is at negative Y boundary
        else if (transform.position.y < (_WorldBounds.yMinus - _WorldBounds.yBuffer))
        {
            if (_ShouldWarp)//Teleport/warp player is set to enabled
            { 
                transform.position = new Vector3(transform.position.x, _WorldBounds.yPlus, transform.position.z);
            }
            else //Otherwise keep player in border position
            {
                transform.position = new Vector3(transform.position.x, _WorldBounds.yMinus - _WorldBounds.yBuffer, transform.position.z);
            }
        }
    }
}
//Set as serializable so it displays correctly in Unity's inspector window.
[System.Serializable]
public class WorldBounds
{
    [Header("Bounds")]
    public float xMinus = -9.4f;
    public float xPlus = 9.4f;
    public float yMinus = -9.4f;
    public float yPlus = 9.4f;
    [Header("BufferZone")]
    public float xBuffer = 1f;
    public float yBuffer = 1f;
}

编辑:

随着您的添加,我将能够将动作分配给我的两个按钮。一个是向上和右的,另一个是向下和向左。

        void Move()
    {
        float horizontal = Input.GetAxisRaw("Horizontal");
        transform.Translate(Vector3.right * Time.deltaTime * _Speed * horizontal);
        transform.Translate(Vector3.up * Time.deltaTime * _Speed * horizontal);
    }

这应该有效地向对角线移动,并向上和向右移动。

我所做的更改是将水平输入用于x和y运动。

我不需要翘曲。只是踏上定义的边界

您可以将翘曲布尔人设置为false或从代码中删除翘曲零件:-)应起作用。

最新更新