合并了分支
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@ -2,14 +2,51 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Sirenix.OdinInspector;
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using DG.Tweening;
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public class Player : PlayerControl
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{
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/// <summary>
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/// 玩家刚体喵
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/// </summary>
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/// 玩家刚体组件喵
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/// </summary>
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Rigidbody2D m_rigidbody;
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/// <summary>
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/// 脚底位置子物体
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/// </summary>
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[Header("脚底位置")] [FoldoutGroup("子物体")]
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public Transform GroundCheck;
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/// <summary>
|
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/// 角色朝向(向右为1)
|
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/// </summary>
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[ReadOnly] [Header("朝向监测")]
|
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public int isRight = 1;
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/// <summary>
|
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/// 角色是否落地
|
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/// </summary>
|
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[ReadOnly]
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[Header("落地监测")]
|
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public bool isGround = false;
|
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|
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|
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|
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[Header("行走速度")][FoldoutGroup("角色操作数据")]
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public float speed;
|
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|
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[Header("跳跃力量")][FoldoutGroup("角色操作数据")]
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public float jumpForce;
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|
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/// <summary>
|
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/// 角色翻面时长
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/// </summary>
|
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[Header("角色翻面所需时长")]
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public float flipDuration = 0.1f;
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|
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|
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/// <summary>
|
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/// Íæ¼Ò³õʼ»¯ß÷
|
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/// </summary>
|
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@ -17,30 +54,97 @@ public class Player : PlayerControl
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{
|
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base.Start();
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m_rigidbody = gameObject.GetComponent<Rigidbody2D>();
|
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|
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}
|
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|
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|
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//UPDATE
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void Update()
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{
|
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|
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OnInputDetect();
|
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Flip();
|
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}
|
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|
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/// <summary>
|
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/// 重写控制函数喵
|
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/// 翻面函数
|
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/// </summary>
|
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void Flip()
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{
|
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int lastFrameDir = isRight;
|
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if (inputDir * lastFrameDir < 0)
|
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{ isRight *= -1;
|
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//transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
|
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//transform.DOScale(new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z),0.1f);
|
||||
|
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//分情况定值翻转 可以规避在旋转动画未结束时再次翻转的造成的起始角度不同从而影响目标角度误差的问题
|
||||
switch (isRight) {
|
||||
case 1:
|
||||
transform.DORotate(new Vector3(0, 0, 0), flipDuration);
|
||||
break;
|
||||
case -1:
|
||||
transform.DORotate(new Vector3(0,180,0), flipDuration);
|
||||
break;
|
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}
|
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|
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|
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}
|
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|
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}
|
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|
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/// <summary>
|
||||
/// 检测是否停止摇杆输入
|
||||
/// </summary>
|
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void OnInputDetect() {
|
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if (inputDir == 0)
|
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Freeze();
|
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}
|
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/// <summary>
|
||||
/// 强制静止
|
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/// </summary>
|
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void Freeze() {
|
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m_rigidbody.velocity = new Vector2(0,m_rigidbody.velocity.y);
|
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}
|
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|
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/// <param name="ctx"></param>
|
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override protected void OnMove(InputAction.CallbackContext ctx)
|
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{
|
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base.OnMove(ctx);
|
||||
base.OnMove(ctx);
|
||||
m_rigidbody.velocity = new Vector2(inputDir*speed,m_rigidbody.velocity.y);
|
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}
|
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override protected void OnAtk() {
|
||||
|
||||
}
|
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override protected void OnJump() {
|
||||
|
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if (isGround == true) {
|
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isGround = false;
|
||||
m_rigidbody.velocity = new Vector2(m_rigidbody.velocity.x, jumpForce);
|
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}
|
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|
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}
|
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override protected void OnInteract() {
|
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|
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}
|
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}
|
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|
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private void OnCollisionEnter2D(Collision2D collision)//当有物体碰上
|
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{
|
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//创到地面时触发一次
|
||||
if (collision.transform.CompareTag("Ground"))
|
||||
{
|
||||
//向脚底发射一条短射线
|
||||
Ray2D ray = new Ray2D(
|
||||
GroundCheck.position,
|
||||
Vector2.down
|
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);
|
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Debug.DrawRay(ray.origin, ray.direction, Color.red, 10f);
|
||||
//获取射线的碰撞结果
|
||||
RaycastHit2D hit2D;
|
||||
hit2D = Physics2D.Raycast(ray.origin, ray.direction, 0.001f);
|
||||
//如果射线有结果并且射线创到的是地面,才表示着地了
|
||||
if (hit2D && hit2D.collider.transform.CompareTag("Ground"))
|
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{
|
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isGround = true;
|
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}
|
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else Debug.Log("Not Ground");
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}
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}
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}
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8
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BIN
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108
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vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -28,3 +28,13 @@ C# parse time : -1ms
|
||||
candidates check time : -1ms
|
||||
console write time : -1ms
|
||||
|
||||
[api-updater (non-obsolete-error-filter)] 2022/3/12 20:22:13 : Starting D:/unity/2019.3.2f1/2020.3.30f1c1/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
|
||||
[api-updater (non-obsolete-error-filter)]
|
||||
----------------------------------
|
||||
jit/startup time : 314.7663ms
|
||||
moved types parse time: 62ms
|
||||
candidates parse time : 1ms
|
||||
C# parse time : -1ms
|
||||
candidates check time : -1ms
|
||||
console write time : -1ms
|
||||
|
||||
|
@ -3,7 +3,8 @@
|
||||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
tags:
|
||||
- Ground
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
@ -17,8 +17,8 @@ EditorUserSettings:
|
||||
RecentlyUsedScenePath-3:
|
||||
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-4:
|
||||
value: 22424703114646680e0b0227036cdafbfb5831243c3d3204283a097df7ee3d2cfb
|
||||
RecentlyUsedScenePath-5:
|
||||
value: 22424703114646680e0b0227036cdbc9e6582b2b21382a357c67083debf42d
|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
|
Loading…
x
Reference in New Issue
Block a user