Unity 2D自上而下射击运动问题C#

时间:2014-07-09 22:52:36

标签: c# unity3d game-physics topdown

我正在尝试在Unity中制作一个简单的2D自上而下射击游戏。我有基本动作和鼠标跟随,但运动中存在问题。

每当你同时按下“向上”和“向右”时,它会按照您的预期对角移动,但是当你放开向上键时,它会沿对角线方向移动,我希望它向右移动。我处理运动的代码是:

private void Update () 
{
    if (Input.GetKey(Up)) {
        Debug.Log("UP");
        Vector3 velUp = rigidbody2D.velocity;
        velUp.y = walkSpeed;
        rigidbody2D.velocity = velUp;
    }
    else if (Input.GetKey(Down)) {
        Vector3 velDown = rigidbody2D.velocity;
        velDown.y = walkSpeed*-1;
        rigidbody2D.velocity = velDown;
    }
    else if (Input.GetKey(Left)) {
        Vector3 velLeft = rigidbody2D.velocity;
        velLeft.x = walkSpeed*-1;
        rigidbody2D.velocity = velLeft;

    }
    else if (Input.GetKey(Right)) {
        Vector3 velRight = rigidbody2D.velocity;
        velRight.x = walkSpeed;
        rigidbody2D.velocity = velRight;
    }
    else {
        Vector3 velStop = rigidbody2D.velocity;
        velStop.x = 0;
        velStop.y = 0;
        rigidbody2D.velocity = velStop;
    }

    //rotation
    Vector3 mousePos = Input.mousePosition;

    Vector3 objectPos = Camera.main.WorldToScreenPoint (transform.position);
    mousePos.x = mousePos.x - objectPos.x;
    mousePos.y = mousePos.y - objectPos.y;

    float angle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
    transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
}

我怎样才能让动作表现得像我提到的那样?它像对角线一样移动,使得运动看起来很偏离。

非常感谢任何帮助。感谢。

2 个答案:

答案 0 :(得分:6)

以速度0开始,然后将所有移动方向相加。然后,您将矢量标准化并将其缩放到您的移动速度。否则,如果走对角线,玩家移动得更快。

我还没有检查过代码,但是这样的事情会发生:

void Update () {
    Vector3 vel = new Vector3();

    if(Input.GetKey(Up)){
        Debug.Log("UP");
        Vector3 velUp = new Vector3();
        // just use 1 to set the direction.
        velUp.y = 1;
        vel += velUp;
    }
    else if(Input.GetKey(Down)){
        Vector3 velDown = new Vector3();
        velDown.y = -1;
        vel += velDown;
    }

    // no else here. Combinations of up/down and left/right are fine.
    if(Input.GetKey(Left)){
        Vector3 velLeft = new Vector3();
        velLeft.x = -1;
        vel += velLeft;
    }
    else if(Input.GetKey(Right)){
        Vector3 velRight = new Vector3();
        velRight.x = 1;
        vel += velRight;
    }

    // check if player wants to move at all. Don't check exactly for 0 to avoid rounding errors
    // (magnitude will be 0, 1 or sqrt(2) here)
    if (vel.magnitude > 0.001) {
      Vector3.Normalize(vel);
      vel *= walkSpeed;
      rigidbody2D.velocity = vel;
    }

    //rotation
    Vector3 mousePos = Input.mousePosition;

    Vector3 objectPos = Camera.main.WorldToScreenPoint (transform.position);
    mousePos.x = mousePos.x - objectPos.x;
    mousePos.y = mousePos.y - objectPos.y;

    float angle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
    transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
}

关于Normalize,请查看此图片。

Vector addition

如果你只向上或向右走,你会以速度1移动(我们后来乘以你想要的速度)。但如果你走对角线,你走的速度大约是所需速度的1.4倍(绿色矢量)。 Normalize保持向量的方向完整,但是给出一个长度(也称为#34;幅度")为1(红色向量)。

在老年射击游戏中你可能会发现一个名为"bunny hopping"的错误。我不确定这是否是问题的根源,但我猜它是。

关于vel.magnitude > 0.001

我们实际上想知道是否vel.magnitude > 0。但vel.magnitude是计算的结果,因此可能包含舍入误差。如果您使用浮点值,请始终牢记这一点。检查本身已完成,因为Normalize方法需要除以幅度,除以零是邪恶的。不确定Normalize是否会自行检查。

答案 1 :(得分:0)

在没有任何按键被按下的情况下,似乎唯一一次强制你的速度为空。

我可能会建议添加一些检查以查看Input.GetKeyUp何时true,并将rigidbody2D.velocity的{​​{1}}或x值设置为y,也许是这样的:

0