{ get; private set;}//动画器 public PlayerInputManage InputManage{ get; private set;}//玩家输入管理 pubilc Rigidbody2D RB { get; private set;}//刚体 public Vector2 CurrentVelocity { get; private set; }//当前速度 public int FacingDirection { get; private set; }//面朝方向 private ...
FacingDirection(Direction.Forward); } if(direction == Direction.Forward) { if(MoveSpeed < maxSpeed) { MoveSpeed += 1.0f; //state = State.Walk; } else { MoveSpeed = maxSpeed; //state = State.Run; } } } else if(H <= -0.3) { if(MoveSpeed == 0) { SetFacingDirection(Direction....
[SerializeField]privatePhysicsMaterial2D fullFriction;privatefloatxInput;privatefloatslopeDownAngle;privatefloatslopeSideAngle;privatefloatlastSlopeAngle;privateintfacingDirection =1;privateboolisGrounded;privateboolisOnSlope;privateboolisJumping;privateboolcanWalkOnSlope;privateboolcanJump;privateVector2 newVelocity;p...
在Hierarchy中找到AR Session Origin物体,展开其折叠物体并找到AR Camera物体。 在AR Camera的Inspector面板中找到AR Camera Manager组件,将其中的Facing Direction属性设置为User: 3 配置打包场景 菜单栏选择File → Build Settings,将新建的场景加入到打包列表中,隐藏或删除之前的场景: 4 下载官方提供的InteractiveFaceFil...
//旋转操作if(Input.GetKeyDown(KeyCode.RightArrow)){//当进行旋转操作时,必须保持玩家处于实体平台之上,否则旋转之后我们有可能会处于半空之中。if(OnInvisiblePlatform()){//MoveToClosestPlatform();MovePlayerDepthToClosestPlatform();}lastfacing=facingDirection;facingDirection=RotateDirectionRight();degree-=...
Randomize Direction(随机趋向):使粒子的y轴随机。0是不随机。1是最大随机。 Spherize Direction(球面化趋向):使粒子以一个球体的形态趋向于物体z方向。圆形就会贴到发射器上。如果是有厚度的,相当于每个厚度都是一个圆的形状,一层一层的。 Randomize position(随机位置):距离发射器原有发射点的位置远近随机值。
GetKeyDown(KeyCode.RightArrow)) { //当进行旋转操作时,必须保持玩家处于实体平台之上,否则旋转之后我们有可能会处于半空之中。 if(OnInvisiblePlatform()) { //MoveToClosestPlatform(); MovePlayerDepthToClosestPlatform(); } lastfacing = facingDirection; facingDirection = RotateDirectionRight(); degree-=...
);capsuleColliderSize = cc.size;} private void Update(){ CheckInput();} private void FixedUpdate(){ CheckGround();SlopeCheck();ApplyMovement();} private void CheckInput(){ xInput = Input.GetAxisRaw("Horizontal");if (xInput == 1 && facingDirection == -1){ Flip();
publicVector3facingDirection { get {Vector3result = transform.forward; result.y = 0f; return result.sqrMagnitude == 0f ?Vector3.forward: result.normalized; } } protected virtual void Start() {GameObjectball =GameObject.CreatePrimitive(PrimitiveType.Sphere); ...
rockGet = GetComponent<AudioSource>(); rb = GetComponent<Rigidbody2D>(); playerScore =0; Moving =true; } 开发者ID:Djomanix,项目名称:HyruleGame,代码行数:8,代码来源:PLayerController.cs 示例11: Awake ▲点赞 1▼ privateboolm_FacingRight =true;// For determining which way the player is cur...