问题
Currently my character works perfectly on the keyboard, but when I convert your movements to touch, through 3 UI Buttons (i tried UI image too, but success) i'm not succeeding
It basically goes to the right, left, and jumps.
How should do to make it follow these instructions:
When the user presses directional, the character does not stop walking until the user user releases the button, and when you press the jump player jump.
This is the script I use to move through the keyboard!
using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour
{
public float velocity;
public Transform player;
private Animator animator;
public bool isGrounded;
public float force;
public float jumpTime = 0.4f;
public float jumpDelay = 0.4f;
public bool jumped = false;
public Transform ground;
private Gerenciador gerenciador;
// Use this for initialization
void Start ()
{
gerenciador = FindObjectOfType (typeof(Gerenciador)) as Gerenciador;
animator = player.GetComponent<Animator> ();
gerenciador.StartGame ();
}
// Update is called once per frame
void Update ()
{
Move ();
}
void Move ()
{
isGrounded = Physics2D.Linecast (this.transform.position, ground.position, 1 << LayerMask.NameToLayer ("Floor"));
animator.SetFloat ("run", Mathf.Abs (Input.GetAxis ("Horizontal")));
if (Input.GetAxisRaw ("Horizontal") > 0) {
transform.Translate (Vector2.right * velocity * Time.deltaTime);
transform.eulerAngles = new Vector2 (0, 0);
}
if (Input.GetAxisRaw ("Horizontal") < 0) {
transform.Translate (Vector2.right * velocity * Time.deltaTime);
transform.eulerAngles = new Vector2 (0, 180);
}
if (Input.GetButtonDown ("Vertical") && isGrounded && !jumped) {
// rigidbody2D.AddForce (transform.up * force);
GetComponent<Rigidbody2D> ().AddForce (transform.up * force);
jumpTime = jumpDelay;
animator.SetTrigger ("jump");
jumped = true;
}
jumpTime -= Time.deltaTime;
if (jumpTime <= 0 && isGrounded && jumped) {
animator.SetTrigger ("ground");
jumped = false;
}
}
}
C# if possible, remember i am using Canvas UI for these buttons =]
回答1:
For the Jump action, what you need is a Button. GameObject->UI->Button. Replace the Image with your own image and click "Set Native Size". Re-size the button to the size that's good for your game.
Attach the Button to the Jump Button slot script below.
public Button jumpButton;
void jumpButtonCallBack()
{
// rigidbody2D.AddForce (transform.up * force);
GetComponent<Rigidbody2D>().AddForce(transform.up * force);
jumpTime = jumpDelay;
animator.SetTrigger("jump");
jumped = true;
}
void OnEnable(){
//Un-Register Button
jumpButton.onClick.AddListener(() => jumpButtonCallBack());
}
void OnDisable(){
//Un-register Button
jumpButton.onClick.RemoveAllListeners();
}
For the Left and Right Movement buttons,you should not use Button
component for them like the jump button. You have to implement Virtual JoyStick to make it look realistic. Unity have Assets called CrossPlatformInputManager that can do that. You have to import it and modify it a little bit in order to use it. Watch this to understand how to import it.
Now, you can replace your Input.GetAxis
and Input.GetAxisRaw
functions with CrossPlatformInputManager.GetAxis("Horizontal")
and CrossPlatformInputManager.GetAxisRaw("Horizontal")
.
If you get it to work, then can use below to make your code comptible with both mobile and desktop.
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
//put your Input.GetAxis` and `Input.GetAxisRaw` code here
#elif UNITY_ANDROID || UNITY_IOS
//Put your `CrossPlatformInputManager.GetAxis("Horizontal")` and `CrossPlatformInputManager.GetAxisRaw("Horizontal")`. here
#endif
回答2:
I think you should use EventTrigger OnPointerDown and OnPointerUp events:
http://docs.unity3d.com/ScriptReference/EventSystems.EventTrigger.html
I hope it helps you
来源:https://stackoverflow.com/questions/36834622/2d-basic-movement-unity