From 62459078a4c6776100065c6f5cd0042d4778f8ac Mon Sep 17 00:00:00 2001 From: Roman <1325980292@qq.com> Date: Sun, 19 Dec 2021 01:31:23 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BB=BB=E5=8A=A1=EF=BC=9A=E6=90=AD=E5=BB=BA?= =?UTF-8?q?=E5=89=8D=E7=BD=AE=E5=85=B3=E5=8D=A1=EF=BC=8C=E7=BC=96=E5=86=99?= =?UTF-8?q?=E6=BC=94=E5=87=BA=E9=80=BB=E8=BE=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 1.搭建佛教前置关卡 (1.替换浮空平台贴图 (*.制作普通小怪的预制体 (*.制作普通小怪动画 (2.编写掉怪陷阱 2.编写演出类逻辑 (1.继承自Event (2.具有结束事件(Event对象 (3.OnCall演出时,先做一些演出的基本准备工作 ((1.修改玩家的操作地图 ((*.后续慢慢完善 (4.准备工作结束后startContinue演出主体 (5.演出主体的结尾触发自身End事件和结束事件(Event对象 *.修复和优化 (1.修复爱欲品wander状态无法被正常击飞的问题 (2.修复玩家蹭墙也标记着地的问题 (3.修复玩家在下降中的平台会抖动的问题 (4.修复玩家状态机偶尔不会触发下落动画的问题 *.今日通过了导出测试 *.顺利的话明天能够完成第一关的所有演出 下班 X﹏X --- Assets/InputAssets/Player.cs | 67 +++ Assets/InputAssets/Player.inputactions | 27 + Assets/Prefabs/普通小怪.prefab | 332 ++++++++++++ Assets/Prefabs/普通小怪.prefab.meta | 7 + Assets/Scenes/Fo.unity | 352 ++++++++---- Assets/Scenes/test.unity | 507 +++++++----------- Assets/Scripts/事件.meta | 8 + Assets/Scripts/事件/佛教前置关.meta | 8 + .../事件/佛教前置关/DropANormalEnemy.cs | 37 ++ .../事件/佛教前置关/DropANormalEnemy.cs.meta | 11 + Assets/Scripts/小怪/NormalEnemy.cs | 13 + Assets/Scripts/抽象/EntryTrigger.cs | 27 + Assets/Scripts/抽象/EntryTrigger.cs.meta | 11 + Assets/Scripts/抽象/Event.cs | 11 + Assets/Scripts/抽象/Event.cs.meta | 11 + Assets/Scripts/抽象/Stage.cs | 45 ++ Assets/Scripts/抽象/Stage.cs.meta | 11 + Assets/Scripts/演出.meta | 8 + Assets/Scripts/演出/佛教前置关.meta | 8 + Assets/Scripts/玩家/MyPlayer.cs | 26 +- Assets/Sprites/佛教前置关/石板.png | Bin 0 -> 2486 bytes Assets/Sprites/佛教前置关/石板.png.meta | 96 ++++ Assets/动画/AC/Player.controller | 16 +- Assets/动画/AC/test.controller | 72 +++ Assets/动画/AC/test.controller.meta | 8 + Assets/动画/AC/普通小怪.controller | 246 +++++++++ Assets/动画/AC/普通小怪.controller.meta | 8 + Assets/动画/AM/test.anim | 169 ++++++ Assets/动画/AM/test.anim.meta | 8 + Assets/动画/AM/普通小怪.meta | 8 + Assets/动画/AM/普通小怪/受击.anim | 77 +++ Assets/动画/AM/普通小怪/受击.anim.meta | 8 + Assets/动画/AM/普通小怪/待机.anim | 77 +++ Assets/动画/AM/普通小怪/待机.anim.meta | 8 + Assets/动画/AM/普通小怪/移动.anim | 83 +++ Assets/动画/AM/普通小怪/移动.anim.meta | 8 + Assets/动画/Source/普通小怪.meta | 8 + Assets/动画/Source/普通小怪/受击.meta | 8 + Assets/动画/Source/普通小怪/受击/受击1.png | Bin 0 -> 1637 bytes .../动画/Source/普通小怪/受击/受击1.png.meta | 132 +++++ Assets/动画/Source/普通小怪/受击/受击2.png | Bin 0 -> 1621 bytes .../动画/Source/普通小怪/受击/受击2.png.meta | 132 +++++ Assets/动画/Source/普通小怪/受击/受击3.png | Bin 0 -> 1618 bytes .../动画/Source/普通小怪/受击/受击3.png.meta | 132 +++++ Assets/动画/Source/普通小怪/受击/受击4.png | Bin 0 -> 1642 bytes .../动画/Source/普通小怪/受击/受击4.png.meta | 132 +++++ Assets/动画/Source/普通小怪/待机.meta | 8 + Assets/动画/Source/普通小怪/待机/待机1.png | Bin 0 -> 1637 bytes .../动画/Source/普通小怪/待机/待机1.png.meta | 132 +++++ Assets/动画/Source/普通小怪/待机/待机2.png | Bin 0 -> 1630 bytes .../动画/Source/普通小怪/待机/待机2.png.meta | 132 +++++ Assets/动画/Source/普通小怪/待机/待机3.png | Bin 0 -> 1622 bytes .../动画/Source/普通小怪/待机/待机3.png.meta | 132 +++++ Assets/动画/Source/普通小怪/待机/待机4.png | Bin 0 -> 1622 bytes .../动画/Source/普通小怪/待机/待机4.png.meta | 132 +++++ Assets/动画/Source/普通小怪/移动.meta | 8 + Assets/动画/Source/普通小怪/移动/走1.png | Bin 0 -> 1672 bytes Assets/动画/Source/普通小怪/移动/走1.png.meta | 132 +++++ Assets/动画/Source/普通小怪/移动/走2.png | Bin 0 -> 1682 bytes Assets/动画/Source/普通小怪/移动/走2.png.meta | 132 +++++ Assets/动画/Source/普通小怪/移动/走3.png | Bin 0 -> 1672 bytes Assets/动画/Source/普通小怪/移动/走3.png.meta | 132 +++++ Assets/动画/Source/普通小怪/移动/走4.png | Bin 0 -> 1725 bytes Assets/动画/Source/普通小怪/移动/走4.png.meta | 132 +++++ Assets/动画/Source/普通小怪/移动/走5.png | Bin 0 -> 1744 bytes Assets/动画/Source/普通小怪/移动/走5.png.meta | 132 +++++ Assets/动画/Source/普通小怪/移动/走6.png | Bin 0 -> 1639 bytes Assets/动画/Source/普通小怪/移动/走6.png.meta | 132 +++++ Assets/材质/摩擦.physicsMaterial2D | 11 + Assets/材质/摩擦.physicsMaterial2D.meta | 8 + ProjectSettings/EditorBuildSettings.asset | 5 +- 71 files changed, 3899 insertions(+), 424 deletions(-) create mode 100644 Assets/Prefabs/普通小怪.prefab create mode 100644 Assets/Prefabs/普通小怪.prefab.meta create mode 100644 Assets/Scripts/事件.meta create mode 100644 Assets/Scripts/事件/佛教前置关.meta create mode 100644 Assets/Scripts/事件/佛教前置关/DropANormalEnemy.cs create mode 100644 Assets/Scripts/事件/佛教前置关/DropANormalEnemy.cs.meta create mode 100644 Assets/Scripts/抽象/EntryTrigger.cs create mode 100644 Assets/Scripts/抽象/EntryTrigger.cs.meta create mode 100644 Assets/Scripts/抽象/Event.cs create mode 100644 Assets/Scripts/抽象/Event.cs.meta create mode 100644 Assets/Scripts/抽象/Stage.cs create mode 100644 Assets/Scripts/抽象/Stage.cs.meta create mode 100644 Assets/Scripts/演出.meta create mode 100644 Assets/Scripts/演出/佛教前置关.meta create mode 100644 Assets/Sprites/佛教前置关/石板.png create mode 100644 Assets/Sprites/佛教前置关/石板.png.meta create mode 100644 Assets/动画/AC/test.controller create mode 100644 Assets/动画/AC/test.controller.meta create mode 100644 Assets/动画/AC/普通小怪.controller create mode 100644 Assets/动画/AC/普通小怪.controller.meta create mode 100644 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create mode 100644 Assets/动画/Source/普通小怪/移动/走6.png create mode 100644 Assets/动画/Source/普通小怪/移动/走6.png.meta create mode 100644 Assets/材质/摩擦.physicsMaterial2D create mode 100644 Assets/材质/摩擦.physicsMaterial2D.meta diff --git a/Assets/InputAssets/Player.cs b/Assets/InputAssets/Player.cs index ba49c48..a17ca55 100644 --- a/Assets/InputAssets/Player.cs +++ b/Assets/InputAssets/Player.cs @@ -215,6 +215,33 @@ public class @Player : IInputActionCollection, IDisposable ""isPartOfComposite"": false } ] + }, + { + ""name"": ""NullMap"", + ""id"": ""5167283d-f146-4538-9eb5-86f686e115be"", + ""actions"": [ + { + ""name"": ""New action"", + ""type"": ""Button"", + ""id"": ""268f2409-b46a-4eed-abf4-ff0db96e8d46"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """" + } + ], + ""bindings"": [ + { + ""name"": """", + ""id"": ""55661416-d91a-4139-8e39-ef584cc7f8b4"", + ""path"": """", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""New action"", + ""isComposite"": false, + ""isPartOfComposite"": false + } + ] } ], ""controlSchemes"": [ @@ -243,6 +270,9 @@ public class @Player : IInputActionCollection, IDisposable m_Normal_Wave = m_Normal.FindAction("Wave", throwIfNotFound: true); m_Normal_Sickle = m_Normal.FindAction("Sickle", throwIfNotFound: true); m_Normal_Interactive = m_Normal.FindAction("Interactive", throwIfNotFound: true); + // NullMap + m_NullMap = asset.FindActionMap("NullMap", throwIfNotFound: true); + m_NullMap_Newaction = m_NullMap.FindAction("New action", throwIfNotFound: true); } public void Dispose() @@ -353,6 +383,39 @@ public class @Player : IInputActionCollection, IDisposable } } public NormalActions @Normal => new NormalActions(this); + + // NullMap + private readonly InputActionMap m_NullMap; + private INullMapActions m_NullMapActionsCallbackInterface; + private readonly InputAction m_NullMap_Newaction; + public struct NullMapActions + { + private @Player m_Wrapper; + public NullMapActions(@Player wrapper) { m_Wrapper = wrapper; } + public InputAction @Newaction => m_Wrapper.m_NullMap_Newaction; + public InputActionMap Get() { return m_Wrapper.m_NullMap; } + public void Enable() { Get().Enable(); } + public void Disable() { Get().Disable(); } + public bool enabled => Get().enabled; + public static implicit operator InputActionMap(NullMapActions set) { return set.Get(); } + public void SetCallbacks(INullMapActions instance) + { + if (m_Wrapper.m_NullMapActionsCallbackInterface != null) + { + @Newaction.started -= m_Wrapper.m_NullMapActionsCallbackInterface.OnNewaction; + @Newaction.performed -= m_Wrapper.m_NullMapActionsCallbackInterface.OnNewaction; + @Newaction.canceled -= m_Wrapper.m_NullMapActionsCallbackInterface.OnNewaction; + } + m_Wrapper.m_NullMapActionsCallbackInterface = instance; + if (instance != null) + { + @Newaction.started += instance.OnNewaction; + @Newaction.performed += instance.OnNewaction; + @Newaction.canceled += instance.OnNewaction; + } + } + } + public NullMapActions @NullMap => new NullMapActions(this); private int m_PlaySchemeIndex = -1; public InputControlScheme PlayScheme { @@ -370,4 +433,8 @@ public class @Player : IInputActionCollection, IDisposable void OnSickle(InputAction.CallbackContext context); void OnInteractive(InputAction.CallbackContext context); } + public interface INullMapActions + { + void OnNewaction(InputAction.CallbackContext context); + } } diff --git a/Assets/InputAssets/Player.inputactions b/Assets/InputAssets/Player.inputactions index 0a03e0c..b55a6bb 100644 --- a/Assets/InputAssets/Player.inputactions +++ b/Assets/InputAssets/Player.inputactions @@ -202,6 +202,33 @@ "isPartOfComposite": false } ] + }, + { + "name": "NullMap", + "id": "5167283d-f146-4538-9eb5-86f686e115be", + "actions": [ + { + "name": "New action", + "type": "Button", + "id": "268f2409-b46a-4eed-abf4-ff0db96e8d46", + "expectedControlType": "Button", + "processors": "", + "interactions": "" + } + ], + "bindings": [ + { 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mode 100644 index 0000000..4eb2828 --- /dev/null +++ b/Assets/Scripts/事件.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3ee36aef2b019bd479da940e92f71e9b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/佛教前置关.meta b/Assets/Scripts/事件/佛教前置关.meta new file mode 100644 index 0000000..eb20f9d --- /dev/null +++ b/Assets/Scripts/事件/佛教前置关.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5de92a9d306225f4aa9a48c5229af725 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/事件/佛教前置关/DropANormalEnemy.cs b/Assets/Scripts/事件/佛教前置关/DropANormalEnemy.cs new file mode 100644 index 0000000..abc13a5 --- /dev/null +++ b/Assets/Scripts/事件/佛教前置关/DropANormalEnemy.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 从天上召唤一个小怪 +/// +public class DropANormalEnemy : Event +{ + /// + /// 要召唤的怪物 + /// + public GameObject enemy; + private NormalEnemy temp; + public override void OnCall(){ + temp = Instantiate( + enemy, + new Vector3(4.69999981f,6.46999979f,-0.492015928f), + Quaternion.identity + ).GetComponent(); + temp.transform.localScale = new Vector3( + temp.transform.localScale.x * -1, + temp.transform.localScale.y, + temp.transform.localScale.z + ); + temp.needWalk = false; + temp.GetComponent().gravityScale = 2f; + Invoke("MakeItFollowTheGround",0.5f); + } + + private void MakeItFollowTheGround(){ + temp.HPLeft = 1; + temp.transform.SetParent( + GameObject.Find("浮空平台").transform.Find("浮空平台5") + ); + } +} diff --git a/Assets/Scripts/事件/佛教前置关/DropANormalEnemy.cs.meta b/Assets/Scripts/事件/佛教前置关/DropANormalEnemy.cs.meta new file mode 100644 index 0000000..1caca35 --- /dev/null +++ b/Assets/Scripts/事件/佛教前置关/DropANormalEnemy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b16099f2ab41fc24abdd49ee9768d511 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/小怪/NormalEnemy.cs b/Assets/Scripts/小怪/NormalEnemy.cs index a08dfe7..4d31dbd 100644 --- a/Assets/Scripts/小怪/NormalEnemy.cs +++ b/Assets/Scripts/小怪/NormalEnemy.cs @@ -22,6 +22,11 @@ public class NormalEnemy : Enemy public float deadRotationRangeMax; [FoldoutGroup("其他",false,0)] public float deadRotationRangeMin; + /// + /// 这个小怪需要移动吗? + /// + [FoldoutGroup("其他",false,0)][Header("这个小怪需要移动吗?")] + public bool needWalk; // _____ _ _ // | __ \ (_) | | @@ -46,6 +51,7 @@ public class NormalEnemy : Enemy /// 现在正在执行的动画,在受击中断的时候用 /// protected Tween tweenNow; + private Animator animator; // _____ _ _ ____ _ // / ____| | | | _ \ | | @@ -68,8 +74,11 @@ public class NormalEnemy : Enemy doTweenPath = GetComponent(); m_rigidbody = GetComponent(); sourcePosition = transform.position; + animator = GetComponent(); //初始话目前播放的Tween动画为巡逻 tweenNow = doTweenPath.tween; + //如果是需要走路的类型,则播放状态至走路状体 + if(needWalk) animator.SetBool("isWalk",true); } /// @@ -117,6 +126,8 @@ public class NormalEnemy : Enemy if(CheckDead()) {deadDir = hitDir;OnDead();} //被打飞了在着地前都不会挨打了 canBeHit = false; + //播放受击动画 + animator.SetBool("isBeHit",true); } public override void OnRetouchedTheGround(){ @@ -145,6 +156,8 @@ public class NormalEnemy : Enemy transform.rotation.z); } canBeHit = true; + //停止受击动画 + animator.SetBool("isBeHit",false); } protected override void OnDead() diff --git a/Assets/Scripts/抽象/EntryTrigger.cs b/Assets/Scripts/抽象/EntryTrigger.cs new file mode 100644 index 0000000..aa4591a --- /dev/null +++ b/Assets/Scripts/抽象/EntryTrigger.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 进入式触发器,当玩家进入触发器范围触发内含的Event.内部的Oncall也可以不用触发器,而用其他东西主动触发 +/// +public class EntryTrigger : Event +{ + [Header("玩家进入后需要执行的事件")] + public Event next; + /// + /// 可重复执行的次数 + /// + [Header("可重复执行的次数")] + public int count; + + public override void OnCall(){ + next.OnCall(); + } + + void OnTriggerEnter2D(Collider2D other){ + //如果 ❗被玩家触发❗ 并且 ❗还剩下可触发次数❗ 才会触发 + if(other.TryGetComponent(out MyPlayer player) && count-- > 0) + OnCall(); + } +} diff --git a/Assets/Scripts/抽象/EntryTrigger.cs.meta b/Assets/Scripts/抽象/EntryTrigger.cs.meta new file mode 100644 index 0000000..bb993e1 --- /dev/null +++ b/Assets/Scripts/抽象/EntryTrigger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1bf67c219e4674f4c9c4b5fcddf5dc8f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/抽象/Event.cs b/Assets/Scripts/抽象/Event.cs new file mode 100644 index 0000000..9780ab7 --- /dev/null +++ b/Assets/Scripts/抽象/Event.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 事件类的基类,所有事件均继承于此类.内仅含一个可覆盖的OnCall +/// +public class Event : MonoBehaviour +{ + public virtual void OnCall(){} +} diff --git a/Assets/Scripts/抽象/Event.cs.meta b/Assets/Scripts/抽象/Event.cs.meta new file mode 100644 index 0000000..39346fb --- /dev/null +++ b/Assets/Scripts/抽象/Event.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 08b5e15d2f56f874daf2e183f0b2e5bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/抽象/Stage.cs b/Assets/Scripts/抽象/Stage.cs new file mode 100644 index 0000000..27afc7d --- /dev/null +++ b/Assets/Scripts/抽象/Stage.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; + +/// +/// 演出类,基类,继承自Event,后续演出均继承于此类 +/// +public class Stage : Event +{ + [Header("结束事件")] + public Event endEvent; + protected MyPlayer player; + + public override void OnCall(){ + //准备工作 + Ready(); + //主体部分 + StartCoroutine(Main()); + } + + protected virtual void Init(){ + //找到必要的游戏物体和组件 + player = FindObjectOfType(); + } + + protected virtual void Ready(){ + //初始化 + Init(); + //清空玩家操作地图 + player.GetComponent().SwitchCurrentActionMap("NullMap"); + } + + protected virtual IEnumerator Main(){ + yield return new WaitForEndOfFrame(); + //自身善后工作 + End(); + //如果有外接结束事件,则再执行外接结束事件 + if(endEvent)endEvent.OnCall(); + } + protected virtual void End(){ + //恢复玩家操作地图 + player.GetComponent().SwitchCurrentActionMap("Normal"); + } +} diff --git a/Assets/Scripts/抽象/Stage.cs.meta b/Assets/Scripts/抽象/Stage.cs.meta new file mode 100644 index 0000000..6d811bb --- /dev/null +++ b/Assets/Scripts/抽象/Stage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e8412f57854b845a10d927e3e99288 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/演出.meta b/Assets/Scripts/演出.meta new file mode 100644 index 0000000..8fc5c3e --- /dev/null +++ b/Assets/Scripts/演出.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3fad18a7126185649a93ce3ae2fd4f8b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/演出/佛教前置关.meta b/Assets/Scripts/演出/佛教前置关.meta new file mode 100644 index 0000000..aff03f6 --- /dev/null +++ b/Assets/Scripts/演出/佛教前置关.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6627f042ca9915f48aa40336401c5014 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/玩家/MyPlayer.cs b/Assets/Scripts/玩家/MyPlayer.cs index 6883905..8ea7965 100644 --- a/Assets/Scripts/玩家/MyPlayer.cs +++ b/Assets/Scripts/玩家/MyPlayer.cs @@ -290,10 +290,26 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj // | |___| (_) | | | \__ \ | (_) | | | | // \_____\___/|_|_|_|___/_|\___/|_| |_| private void OnCollisionEnter2D(Collision2D collision)//当有物体碰上 - { - if(collision.transform.tag == "地面") - {isLanding = true;//若碰撞物体标签为地面,标记自身着地 - if(!isCatching)inControl = true;} + { + //创到地面时触发一次 + if(collision.transform.tag == "地面"){ + //向脚底发射一条短射线 + Ray2D ray = new Ray2D( + (Vector2)transform.position + new Vector2(0,-0.3f), + Vector2.down + ); + 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.tag == "地面"){ + //通过射线检测,标记自身着地 + isLanding = true; + //如果没有被附身,则着地时再表示自己inControl + if(!isCatching)inControl = true; + } + } } private void OnCollisionExit2D(Collision2D collision)//当有碰撞体离开 { @@ -337,6 +353,8 @@ public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj jumpForce);//垂直方向给予预设跳跃速度 //标记自身正在跳跃 isJumping = true; + //解除着地状态 + isLanding = false; 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