public LayerMask groundLayers; // 用于指定哪些层被视为地面的层掩码 public float rayLength = 0.1f; // 射线的长度 public Vector3 rayOriginOffset = new Vector3(0, 0.2, 0); // 从角色位置开始射线的偏移量 private bool CheckIfGrounded() // 计算射线的原点 Vector3 rayOrigin = transform.position...
2.创建XR物体 XR Origin 是XR目录下的device based目录下的选项 右键场景 — XR目录 — Device-based — XR Origin(VR) 注:使用Device-based 3.Left Controller上的组件 (Right Controller上同理) 将除了XR Controller以外的组件移除:右键组件 — remove component(移除有先后顺序,报错就先移除下一个组件)移动暂...
if (Input.GetButtonDown("Jump") && CanJump()) { Jump(); } if (!_isGrounded) { BetterJump(); } CheckIfGrounded(); } 错误在第59行,上面写着animator.setFloat("Speed",Mathf.Abs(horizontal)); 我不熟悉堆栈溢出和编码,有人能帮我吗?
publicvoidHandleRotation(floatdelta,floatmouseX,floatmouseY){if(lockTarget==null){// 无锁定时的转向lookAngle+=mouseX*(delta/rotateSpeed);//根据鼠标横向输入转化当前镜头横向角度pivotAngle+=mouseY*(delta/rotateSpeed);//根据鼠标纵向输入转化当前镜头纵向角度pivotAngle=Mathf.Clamp(pivotAngle,BottomClamp,T...
if (m_Grounded && jump) { OnAirEvent.Invoke(); m_Grounded = false; // 施加弹跳力 m_Rigidbody2D.AddForce(new Vector2(0f, jumpForce)); m_NextGroundCheckTime = Time.time + m_NextGroundCheckLag; } } private void Flip() {
{ this.entity = entity; var capsuleCollider = entity.GetCapsuleCollider(); collisionMsg = entity.GetCollisionMsgComponent().Value; this.capsuleCollider = capsuleCollider; unityCapsuleCollider = capsuleCollider.Value.gameObject.GetComponent<UnityEngine.CapsuleCollider>(); groundMsg = CheckGrounded(); ...
// if (m_ToggleRun && m_Grounded && Input.GetButtonDown("Run"))// {// m_Speed = (m_Speed == m_WalkSpeed ? m_RunSpeed : m_WalkSpeed);// }//}privatevoidFixedUpdate(){floatinputX = Input.GetAxis("Horizontal");floatinputY = Input.GetAxis("Vertical");// If both horizontal ...
private Transform groundCheck; // A position marking where to check if the player is grounded. private bool grounded = false; // Whether or not the player is grounded. private Animator anim; // Reference to the player's animator component. ...
通过设计书发现还有3个超级类: Grounded(在地面)、TouchingWall(在墙上)、Ability(玩家能力) 它们继承于玩家状态类。 代码语言:javascript 代码运行次数:0 运行 AI代码解释 public class PlayerGroundedState : PlayerState { protected int xInput; protected int yInput; public PlayerGroundedState(Player player, Pl...
图层设置可以在Inspector中完成(指派Ground图层为whatIsGround),地面检查点作为子对象附加到父对象(groundCheck宽度小于父对象的Box Collider)。 代码可以这样实现: publicboolGrounded(){if(Physics2D.Raycast(groundCheckPoint.position, Vector2.down, groundCheckY, whatIsGround) ...