【问题标题】:I animated my 2D game but my character doesn't move我为我的 2D 游戏制作了动画,但我的角色没有移动
【发布时间】:2019-07-15 10:53:43
【问题描述】:

我一直在按照 Brackeys 的教程制作 2D 游戏,现在我正在制作动画。动画播放他攻击,精灵翻转两个方向等。但仍然停留在同一个位置。我已经观看并重新观看了教程,但无法弄清楚。

在添加动画之前,一切都很完美。他在屏幕上移动,他跳了,等等。所以我知道他不动与尝试动画直接相关

这是我按照他的教程制作的 playermovement 脚本。

public class playermovement : MonoBehaviour
{
    public CharacterController2D controller;
    public Animator animator;

    public float runSpeed = 40f;

    float horizontalMove = 0f;
    bool jump = false;
    bool Attack = false;

    void Update()
    {
        horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;

        animator.SetFloat("Speed", Mathf.Abs(horizontalMove));

        if (Input.GetButtonDown("Jump"))
        {
            jump = true;
            animator.SetBool("IsJumping", true);
        }

        if (Input.GetKeyDown(KeyCode.Mouse0))
        {
            animator.SetBool("Attack", true);
            Attack = false;
        }
    }
    public void OnLanding ()     
    {
        animator.SetBool("IsJumping", false);
    }



    private void FixedUpdate()
    {
        controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
        jump = false;

    }
}

这是我的角色控制器

public class CharacterController2D : MonoBehaviour
{
    [SerializeField] private float m_JumpForce = 400f;                          // Amount of force added when the player jumps.
    [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;          // Amount of maxSpeed applied to crouching movement. 1 = 100%
    [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;  // How much to smooth out the movement
    [SerializeField] private bool m_AirControl = false;                         // Whether or not a player can steer while jumping;
    [SerializeField] private LayerMask m_WhatIsGround;                          // A mask determining what is ground to the character
    [SerializeField] private Transform m_GroundCheck;                           // A position marking where to check if the player is grounded.
    [SerializeField] private Transform m_CeilingCheck;                          // A position marking where to check for ceilings
    [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching

    const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
    private bool m_Grounded;            // Whether or not the player is grounded.
    const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
    private Rigidbody2D m_Rigidbody2D;
    private bool m_FacingRight = true;  // For determining which way the player is currently facing.
    private Vector3 m_Velocity = Vector3.zero;

    [Header("Events")]
    [Space]

    public UnityEvent OnLandEvent;

    [System.Serializable]
    public class BoolEvent : UnityEvent<bool> { }

    public BoolEvent OnCrouchEvent;
    private bool m_wasCrouching = false;

    private void Awake()
    {
        m_Rigidbody2D = GetComponent<Rigidbody2D>();

        if (OnLandEvent == null)
            OnLandEvent = new UnityEvent();

        if (OnCrouchEvent == null)
            OnCrouchEvent = new BoolEvent();
    }

    private void FixedUpdate()
    {
        bool wasGrounded = m_Grounded;
        m_Grounded = false;

        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        // This can be done using layers instead but Sample Assets will not overwrite your project settings.
        Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders[i].gameObject != gameObject)
            {
                m_Grounded = true;
                if (!wasGrounded)
                    OnLandEvent.Invoke();
            }
        }
    }


    public void Move(float move, bool crouch, bool jump)
    {
        // If crouching, check to see if the character can stand up
        if (!crouch)
        {
            // If the character has a ceiling preventing them from standing up, keep them crouching
            if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
            {
                crouch = true;
            }
        }

        //only control the player if grounded or airControl is turned on
        if (m_Grounded || m_AirControl)
        {

            // If crouching
            if (crouch)
            {
                if (!m_wasCrouching)
                {
                    m_wasCrouching = true;
                    OnCrouchEvent.Invoke(true);
                }

                // Reduce the speed by the crouchSpeed multiplier
                move *= m_CrouchSpeed;

                // Disable one of the colliders when crouching
                if (m_CrouchDisableCollider != null)
                    m_CrouchDisableCollider.enabled = false;
            } else
            {
                // Enable the collider when not crouching
                if (m_CrouchDisableCollider != null)
                    m_CrouchDisableCollider.enabled = true;

                if (m_wasCrouching)
                {
                    m_wasCrouching = false;
                    OnCrouchEvent.Invoke(false);
                }
            }

            // Move the character by finding the target velocity
            Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
            // And then smoothing it out and applying it to the character
            m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

            // If the input is moving the player right and the player is facing left...
            if (move < 0 && !m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
            // Otherwise if the input is moving the player left and the player is facing right...
            else if (move > 0 && m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
        }
        // If the player should jump...
        if (m_Grounded && jump)
        {
            // Add a vertical force to the player.
            m_Grounded = false;
            m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
        }
    }


    private void Flip()
    {
        // Switch the way the player is labelled as facing.
        m_FacingRight = !m_FacingRight;

        // Multiply the player's x local scale by -1.
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;
    }

    private void OnCollisionEnter2D(Collision2D collision)
    {
        if(collision.gameObject.tag == "Enemy")
        {
            Destroy(collision.gameObject);
        }
    }
}

【问题讨论】:

  • 您的控制台是否显示任何错误?也许您没有正确配置角色中的CharacterController2D
  • 也展示一些关于编辑器的作品。你是如何分配角色控制器或动画师的?
  • 你是故意这样做animator.SetBool("Attack", true);Attack = false;?另外请添加有关您的动画师和过渡设置的详细信息
  • @b.galerani 我没有错误。
  • @SaadAnees 我按照 Brackeys 教程告诉我的方式分配给他们。角色控制器附加到我的 playermovement 脚本中,就像他的视频中的动画师一样。

标签: c# unity3d animation 2d


【解决方案1】:

现在帮助 OP 可能有点晚了,但我今天遇到了完全相同的问题,终于解决了。 我正在为我的一些动画缩放主要对象。为了修复它,我进入并删除了主容器对象的任何缩放,而是单独缩放内部对象,现在翻转工作了。

显然动画缩放会干扰控制器翻转缩放。

【讨论】:

    【解决方案2】:

    尝试此代码,但请确保您的角色具有 2DRigidbody 和 2DBoxcollider,并注意脚本名称为“Character2DController” 希望对你有帮助;)

    using UnityEngine;
    
    public class Character2DController : MonoBehaviour
    {
        public float MovementSpeed = 1;
        public float JumpForce = 1;
        public Animator animator;
        private bool facingRight; 
    
        private Rigidbody2D _rigidbody;
        void Start()
        {
            facingRight = true;
            _rigidbody = GetComponent<Rigidbody2D>();
        }
                
        void Update()
    
        {
            if (Input.GetAxis("Horizontal") < 0)
           {
               transform.localScale = new Vector2 (-1.5f, transform.localScale.y);
            }
            if (Input.GetAxis("Horizontal") > 0)
            {
                transform.localScale = new Vector2(1.5f, transform.localScale.y);
            }
    
            var movement = Input.GetAxis("Horizontal");
    
            transform.position += new Vector3(movement, 0, 0) * Time.deltaTime * MovementSpeed;
    
            animator.SetFloat("Movement Speed", Mathf.Abs(movement));
    
            {
    
            }
    
            if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W) || Input.GetButtonDown("Jump")) && Mathf.Abs(_rigidbody.velocity.y) < 0.001f)
            {
                _rigidbody.AddForce(new Vector2(0, JumpForce), ForceMode2D.Impulse);
            }
        }`enter code here`
    

    }

    【讨论】:

      【解决方案3】:

      您可以在调试时检查来自horizontalMove 的值,或添加Debug.Log 语句以在测试时检查其值,以确保该值是预期的值。

      还要确保分配了controller

      【讨论】:

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