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2D游戏知识点二、Unity 2D游戏主角基本功能和动画

发布时间:2023/12/15 编程问答 45 豆豆
生活随笔 收集整理的这篇文章主要介绍了 2D游戏知识点二、Unity 2D游戏主角基本功能和动画 小编觉得挺不错的,现在分享给大家,帮大家做个参考.

地图添加Tilemap Collider 2D

快速创建主角及动画 

起个名字保存一下 

界面上已经有人物了,点击运行,可以看到idle动画,给人物idle添加Circle Collider 2d和Rigidbody 2D,然后将idle重命名为player,设置Rigidbody 2D的z轴锁定,防止移动时翻跟头

动画拖不进去的解决办法,不知道为什么,教程可以直接拖进去,我的就是不行,应该是没找对方法,可以通过另种方法实现动画制作

拖动所有素材到Hierarchy

起个名字

删掉没有的动画等

修改playerAnimation动画,run后期修改成了runing类型改成float了,方便动画切换

把条件统统设置上去,并且动画切换时间改为0

run->idle

idle->run

jump->idle

idle->jump

run->jump

jump->run

给主角添加脚本

安装屏幕方向组件,assetstore搜索Joystick Pack添加到我的资源,导入到项目

添加Canvas并将Variable joystick拖动给Canvas

调整分辨率和Joystick位置

Cravity Scale重力修改为3方便快速下落

添加一个Background图层

将地图设置到Background图层

将资源幅值给player中的脚本

代码

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI;public class PlayerControler : MonoBehaviour {[SerializeField] private Rigidbody2D PlayerRd;[SerializeField] private Animator PlayerAnimator;public Collider2D PlayerCollider;public float Speed;public float Jumpforce;public LayerMask Ground;public VariableJoystick variableJoystick;// Start is called before the first frame updatevoid Start(){PlayerRd = GetComponent<Rigidbody2D>();PlayerAnimator = GetComponent<Animator>();}// Update is called once per framevoid Update(){Movement();SwithcAnim();}void Movement(){float horizontalMove = variableJoystick.Horizontal;float verticalMove = variableJoystick.Vertical;#region 设置PlayerRd.velocity = new Vector2(horizontalMove * Speed * Time.deltaTime, PlayerRd.velocity.y);PlayerAnimator.SetFloat("runing", Mathf.Abs(PlayerRd.velocity.x));//跳跃和落地if (verticalMove > 0.5f && ((PlayerCollider.IsTouchingLayers(Ground)))){PlayerRd.velocity = new Vector2(PlayerRd.velocity.x, Jumpforce);}if (horizontalMove > 0){transform.localScale = new Vector3(1, 1, 1);}else if (horizontalMove < 0){transform.localScale = new Vector3(-1, 1, 1);}#endregion}void SwithcAnim(){if (PlayerCollider.IsTouchingLayers(Ground)){PlayerAnimator.SetBool("jump", false);}else if(Mathf.Abs(PlayerRd.velocity.y) > 10){PlayerAnimator.SetBool("jump", true);}} }

最终效果

有时走动会发现忽快忽慢,是因为碰撞器产生了向上的力后地面的摩擦力就小了,有一种比较简单的解决办法,就是直接改变player的位置,修改后的代码

void Movement(){float horizontalMove = variableJoystick.Horizontal;float verticalMove = variableJoystick.Vertical;#region 设置PlayerRd.transform.position = new Vector2(horizontalMove * Speed * Time.deltaTime + PlayerRd.transform.position.x, PlayerRd.transform.position.y);PlayerAnimator.SetFloat("runing", Mathf.Abs(horizontalMove));//跳跃和落地if (verticalMove > 0.5f && ((PlayerCollider.IsTouchingLayers(Ground)))){PlayerRd.velocity = new Vector2(PlayerRd.velocity.x, Jumpforce);}if (horizontalMove > 0){transform.localScale = new Vector3(1, 1, 1);}else if (horizontalMove < 0){transform.localScale = new Vector3(-1, 1, 1);}#endregion}

需要调整一下速度值

总结

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