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. void Awake() { // Setting up references. // 在...
_spriteAnimator.SetBool("isRunning", false); } 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?
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...
在SkeletonGroundedState的Update()函数中添加 publicoverridevoidUpdate(){base.Update();if(enemy.IsPlayerDetected())stateMachine.ChangeState(enemy.battleState);} 骷髅进入战斗状态时,要随玩家位置的变化改变移动方向。因此我们引入player的位置这个变量,通过它与骷髅位置的对比确定战斗状态骷髅移动的方向。 player.posi...
目前可以看到动画控制器中,进入动画默认指向Player_idle,打开进入游戏,发现无论如何移动角色,都只执行,play_idle动画,因此,我们需要动画控制器设置不同动画之间的转换。 右键选择make Transition添加转换箭头 点击箭头可以查看转换条件 点击左侧栏Parameter添加可控制动画转换的变量: ...
LogicUpdate(); xInput = player.InputManage.NormInputX; yInput = player.InputManage.NormInputY; } public override void PhysicsUpdate() { base.PhysicsUpdate(); } } 因为玩家执行待机以及移动状态时是在地上的,所以需要继承 PlayerGroundedState 这个状态。我们可以先思考一下:在待机状态需要检测什么,以及...
[SerializeField] privatefloatgroundCheckY =0.2f;//how far down from ground chekc point is Grounded() checked[SerializeField] privatefloatgroundCheckX =0.5f;//how far horizontally from ground chekc point to the edge of the player is[SerializeField] private LayerMask whatIsGround;//sets the ground...
checkResult = Physics2D.Linecast(transform.position, groundChecks[i].position,1<< LayerMask.NameToLayer("Ground")); vida.grounded = checkResult;if(vida.grounded)break; }if(vida.grounded) {//火箭蛋(硬件蛋特殊技能)if(vida.playerType == Tags.YingjianDan) ...
//更新鼠标锁定的状态的 public void UpdateCursorLock() { //if the user set "lockCursor" we check & properly lock the cursos if (lockCursor) InternalLockUpdate(); } //控制鼠标锁定 private void InternalLockUpdate() { if (Input.GetKeyUp(KeyCode.Escape)) { m_cursorIsLocked = false; } ...
The Tram and the background door are grounded better, but reflections look out of place. Sky reflection is all over the place and shows up inside the tunnel. This is where reflection probes comes in. Efficiently place reflection probes with proper coverage in the Scene as needed (In the Sce...