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v *= strength; + v *= strength * (1 + footInputCharge * accelerationRate); //取反,因为是模拟反作用力 v*=-1; //减弱y轴的影响,不要让马在平地上起飞 v *= new Vector2(1,0.2f); - // Debug.Log(v); - //如果模长超过5,那必是触发了什么逆天Bug,会导致马起飞,需要避免这些错误 - if(v.magnitude > 20f) - { - v = new Vector2(1f,0f) * 20f; + if(v.magnitude > 20f){ + v = Vector2.zero; Debug.Log("莫动"); } + //如果马处于跳跃状态,则不让马蹄提供速度 if(horseState == HorseState.Jump) - { v = Vector2.zero; - } - + //把速度加给马的刚体 horseRig.velocity += v; } @@ -481,6 +547,7 @@ public class Horse : MonoBehaviour for(int i = 0; i < 4; i++) foots[i].footPreviousPosition = transform.position; for(int i = 0; i < 4; i++) oriFootOffestOfInput[i] = footOffestOfInput[i]; horseState = HorseState.Stand; + footInputChargeQueue = new Queue(); } @@ -532,6 +599,10 @@ public class Horse : MonoBehaviour backRootDistanceToCenterOfCircle = backLegLength - footMoveRadius; //取得原始重力尺度 oriGravityScale = foots[0].footRigidbody2D.gravityScale; + //计算要记录多少帧的输入,用秒计算,每秒60次FixedUpdate + footInputChargeQueueLength = (int)accelerationTime * 60; + + } /// @@ -598,7 +669,7 @@ public class Horse : MonoBehaviour //标准化马脚移动方向 Dir.Normalize(); //最终计算应有的速度 - 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