任务:搭建基本的系统

1.实现走动
(1.识别摇杆方向给予物体X方向的速度
(2.使用赋予速度的方式使其移动
(3.不管摇杆深度,只管摇杆方向
2.实现跳跃
(1.只能跳跃一段
(2.只有着地的时候能够跳跃
(3.使用赋予速度的方法使其跳跃
3.增大了重力系数以增加2D游戏感
This commit is contained in:
Roman 2021-11-21 22:32:29 +08:00
parent 78aa22c3e2
commit c9e34f623c
57 changed files with 5078 additions and 310 deletions

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// GENERATED AUTOMATICALLY FROM 'Assets/InputAssets/Player.inputactions'
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public class @Player : IInputActionCollection, IDisposable
{
public InputActionAsset asset { get; }
public @Player()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""Player"",
""maps"": [
{
""name"": ""Normal"",
""id"": ""bb06cb9c-bdca-4709-b1aa-457d12d70255"",
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""expectedControlType"": ""Button"",
""processors"": """",
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},
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""24250c6f-6747-478e-b81d-935903c236bf"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
}
],
""bindings"": [
{
""name"": """",
""id"": ""aab0762b-c5b8-4cbf-a345-04491807edd8"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""502ab101-3e1c-47c5-8097-d026396c86bd"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": ""Play"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""e22fc4aa-94a8-448b-b0d8-94ab256cc513"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": ""Play"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""29d79b45-4963-4fe0-8b84-fe2781deb94e"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""9fd08809-1fed-492c-a498-e52c1201c234"",
""path"": ""<Gamepad>/leftStick/left"",
""interactions"": """",
""processors"": """",
""groups"": ""Play"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""5581306c-cc74-4e79-ab4e-96385ffb026c"",
""path"": ""<Gamepad>/leftStick/right"",
""interactions"": """",
""processors"": """",
""groups"": ""Play"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""52d29d03-d5c1-4c8b-a2d0-222c4691b2e0"",
""path"": ""<Gamepad>/buttonSouth"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""e5c34c35-2a26-401f-b1d0-5ce3d0eacf41"",
""path"": ""<Keyboard>/k"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""Play"",
""bindingGroup"": ""Play"",
""devices"": [
{
""devicePath"": ""<Gamepad>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Keyboard>"",
""isOptional"": true,
""isOR"": false
}
]
}
]
}");
// Normal
m_Normal = asset.FindActionMap("Normal", throwIfNotFound: true);
m_Normal_Move = m_Normal.FindAction("Move", throwIfNotFound: true);
m_Normal_Jump = m_Normal.FindAction("Jump", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
// Normal
private readonly InputActionMap m_Normal;
private INormalActions m_NormalActionsCallbackInterface;
private readonly InputAction m_Normal_Move;
private readonly InputAction m_Normal_Jump;
public struct NormalActions
{
private @Player m_Wrapper;
public NormalActions(@Player wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_Normal_Move;
public InputAction @Jump => m_Wrapper.m_Normal_Jump;
public InputActionMap Get() { return m_Wrapper.m_Normal; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(NormalActions set) { return set.Get(); }
public void SetCallbacks(INormalActions instance)
{
if (m_Wrapper.m_NormalActionsCallbackInterface != null)
{
@Move.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Move.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Move.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnMove;
@Jump.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
@Jump.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
@Jump.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnJump;
}
m_Wrapper.m_NormalActionsCallbackInterface = instance;
if (instance != null)
{
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
}
}
}
public NormalActions @Normal => new NormalActions(this);
private int m_PlaySchemeIndex = -1;
public InputControlScheme PlayScheme
{
get
{
if (m_PlaySchemeIndex == -1) m_PlaySchemeIndex = asset.FindControlSchemeIndex("Play");
return asset.controlSchemes[m_PlaySchemeIndex];
}
}
public interface INormalActions
{
void OnMove(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
}
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{
"displayName": "Simple Demo",
"description": "A walkthrough of a simple character controller that demonstrates several techniques for working with the input system. See the README.md file in the sample for details."
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This sample shows how to set up a simple character controller using the input system. As there is more than one way to do it, the sample illustrates several ways. Each demonstration is set up as a separate scene. The basic functionality in all the scenes is the same. You can move and look around and fire projectiles (colored cubes) into the scene. In some scenes, only gamepads are supported but the more involved demonstrations support several different inputs concurrently.
# SimpleDemo_UsingState
[Source](./SimpleController_UsingState.cs)
This starts off at the lowest level by demonstrating how to wire up input by polling input state directly in a `MonoBehaviour.Update` function. For simplicity's sake it only deals with gamepads but the same mechanism works in equivalent ways for other types of input devices (e.g. using `Mouse.current` and `Keyboard.current`).
The key APIs demonstrated here are `Gamepad.current` and `InputControl.ReadValue`.
```CSharp
public class SimpleController_UsingState : MonoBehaviour
{
//...
public void Update()
{
var gamepad = Gamepad.current;
if (gamepad == null)
return;
var move = Gamepad.leftStick.ReadValue();
//...
}
}
```
# SimpleDemo_UsingActions
[Source](./SimpleController_UsingActions.cs)
This moves one level higher and moves input over to "input actions". These are input abstractions that allow you to bind to input sources indirectly.
In this scene, the actions are embedded directly into the character controller component. This allows setting up the bindings for the actions directly in the inspector. To see the actions and their bindings, select the `Player` object in the hierarchy and look at the `SimpleController_UsingActions` component in the inspector.
The key APIs demonstrated here are `InputAction` and its `Enable`/`Disable` methods and its `ReadValue` method.
```CSharp
public class SimpleController_UsingActions : MonoBehaviour
{
public InputAction moveAction;
//...
public void OnEnable()
{
moveAction.Enable();
//...
}
public void OnDisable()
{
moveAction.Disable();
//...
}
public void Update()
{
var move = moveAction.ReadValue<Vector2>();
//...
}
}
```
The sample also demonstrates how to use a `Tap` and a `SlowTap` interaction on the fire action to implement a charged shooting mechanism. Note that in this case, we run the firing logic right from within the action using the action's `started`, `performed`, and `canceled` callbacks.
```CSharp
fireAction.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
fireAction.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
fireAction.canceled +=
ctx =>
{
m_Charging = false;
};
```
# SimpleDemo_UsingActionAsset
[Source](./SimpleController_UsingActionAsset.cs)
As more and more actions are added, it can become quite tedious to manually set up and `Enable` and `Disable` all the actions. We could use an `InputActionMap` in the component like so
```CSharp
public class SimpleController : MonoBehaviour
{
public InputActionMap actions;
public void OnEnable()
{
actions.Enable();
}
public void OnDisable()
{
actions.Disable();
}
}
```
but then we would have to look up all the actions manually in the action map. A simpler approach is to put all our actions in a separate asset and generate a C# wrapper class that automatically performs the lookup for us.
To create such an `.inputactions` asset, right-click in the Project Browser and click `Create >> Input Actions`. To edit the actions, double-click the `.inputactions` asset and a separate window will come up. The asset we use in this example is [SimpleControls.inputactions](SimpleControls.inputactions).
When you select the asset, note that `Generate C# Class` is ticked in the import settings. This triggers the generation of [SimpleControls.cs](SimpleControls.cs) based on the `.inputactions` file.
Regarding the `SimpleController_UsingActionAsset` script, there are some notable differences.
```CSharp
public class SimpleController_UsingActionAsset
{
// This replaces the InputAction instances we had before with
// the generated C# class.
private SimpleControls m_Controls;
//...
public void Awake()
{
// To use the controls, we need to instantiate them.
// This can be done arbitrary many times. E.g. there
// can be multiple players each with its own SimpleControls
// instance.
m_Controls = new SimpleControls();
// The generated C# class exposes all the action map
// and actions in the asset by name. Here, we reference
// the `fire` action in the `gameplay` action map, for
// example.
m_Controls.gameplay.fire.performed +=
//...
}
//...
public void Update()
{
// Same here, we can just look the actions up by name.
var look = m_Controls.gameplay.look.ReadValue<Vector2>();
var move = m_Controls.gameplay.move.ReadValue<Vector2>();
//...
}
}
```
Just for kicks, this sample also adds keyboard and mouse control to the game.
# SimpleDemo_UsingPlayerInput
[Source](./SimpleController_UsingPlayerInput.cs)
Finally, we reached the highest level of the input system. While scripting input like in the examples above can be quick and easy, it becomes hard to manage when there can be multiple devices and/or multiple players in the game. This is where `PlayerInput` comes in.
`PlayerInput` automatically manages per-player device assignments and can also automatically handle control scheme switching in single player (e.g. when the player switches between a gamepad and mouse&keyboard).
In our case, we're not getting too much out of it since we don't have control schemes or multiple players but still, let's have a look.
The first thing you'll probably notice is that now there are two script components on the `Player` object, one being the usual `SimpleController` and the other being `PlayerInput`. The latter is what now refers to [SimpleControls.inputactions](SimpleControls.inputactions). It also has `gameplay` set as the `Default Action Map` so that the gameplay actions will get enabled right away when `PlayerInput` itself is enabled.
For getting callbacks, we have chosen `Invoke Unity Events` as the `Behavior`. If you expand the `Events` foldout in the inspector, you can see that `OnFire`, `OnMove`, and `OnLook` are added to the respective events. Each callback method here looks like the `started`, `performed`, and `canceled` callbacks we've already seen on `fireAction` before.
```CSharp
public class SimpleController_UsingPlayerInput : MonoBehaviour
{
private Vector2 m_Move;
//...
public void OnMove(InputAction.CallbackContext context)
{
m_Move = context.ReadValue<Vector2>();
}
//...
}
```

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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
// Use action set asset instead of lose InputActions directly on component.
public class SimpleController_UsingActionAsset : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
private SimpleControls m_Controls;
private bool m_Charging;
private Vector2 m_Rotation;
public void Awake()
{
m_Controls = new SimpleControls();
m_Controls.gameplay.fire.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
m_Controls.gameplay.fire.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
m_Controls.gameplay.fire.canceled +=
ctx =>
{
m_Charging = false;
};
}
public void OnEnable()
{
m_Controls.Enable();
}
public void OnDisable()
{
m_Controls.Disable();
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
var look = m_Controls.gameplay.look.ReadValue<Vector2>();
var move = m_Controls.gameplay.move.ReadValue<Vector2>();
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(look);
Move(move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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using System.Collections;
using UnityEngine.InputSystem;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
// Using simple actions with callbacks.
public class SimpleController_UsingActions : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
public InputAction moveAction;
public InputAction lookAction;
public InputAction fireAction;
private bool m_Charging;
private Vector2 m_Rotation;
public void Awake()
{
// We could use `fireAction.triggered` in Update() but that makes it more difficult to
// implement the charging mechanism. So instead we use the `started`, `performed`, and
// `canceled` callbacks to run the firing logic right from within the action.
fireAction.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
fireAction.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
fireAction.canceled +=
ctx =>
{
m_Charging = false;
};
}
public void OnEnable()
{
moveAction.Enable();
lookAction.Enable();
fireAction.Enable();
}
public void OnDisable()
{
moveAction.Disable();
lookAction.Disable();
fireAction.Disable();
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
var look = lookAction.ReadValue<Vector2>();
var move = moveAction.ReadValue<Vector2>();
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(look);
Move(move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
var size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
// Use a separate PlayerInput component for setting up input.
public class SimpleController_UsingPlayerInput : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
private bool m_Charging;
private Vector2 m_Rotation;
private Vector2 m_Look;
private Vector2 m_Move;
public void OnMove(InputAction.CallbackContext context)
{
m_Move = context.ReadValue<Vector2>();
}
public void OnLook(InputAction.CallbackContext context)
{
m_Look = context.ReadValue<Vector2>();
}
public void OnFire(InputAction.CallbackContext context)
{
switch (context.phase)
{
case InputActionPhase.Performed:
if (context.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(context.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
break;
case InputActionPhase.Started:
if (context.interaction is SlowTapInteraction)
m_Charging = true;
break;
case InputActionPhase.Canceled:
m_Charging = false;
break;
}
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(m_Look);
Move(m_Move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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using UnityEngine.InputSystem;
using UnityEngine;
// Using state of gamepad device directly.
public class SimpleController_UsingState : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public GameObject projectile;
private Vector2 m_Rotation;
private bool m_Firing;
private float m_FireCooldown;
public void Update()
{
var gamepad = Gamepad.current;
if (gamepad == null)
return;
var leftStick = gamepad.leftStick.ReadValue();
var rightStick = gamepad.rightStick.ReadValue();
Look(rightStick);
Move(leftStick);
if (gamepad.buttonSouth.wasPressedThisFrame)
{
m_Firing = true;
m_FireCooldown = 0;
}
else if (gamepad.buttonSouth.wasReleasedThisFrame)
{
m_Firing = false;
}
if (m_Firing && m_FireCooldown < Time.time)
{
Fire();
m_FireCooldown = Time.time + 0.1f;
}
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
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// GENERATED AUTOMATICALLY FROM 'Assets/Samples/Input System/1.0.2/Simple Demo/SimpleControls.inputactions'
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public class @SimpleControls : IInputActionCollection, IDisposable
{
public InputActionAsset asset { get; }
public @SimpleControls()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""SimpleControls"",
""maps"": [
{
""name"": ""gameplay"",
""id"": ""265c38f5-dd18-4d34-b198-aec58e1627ff"",
""actions"": [
{
""name"": ""fire"",
""type"": ""Button"",
""id"": ""1077f913-a9f9-41b1-acb3-b9ee0adbc744"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Tap,SlowTap""
},
{
""name"": ""move"",
""type"": ""Value"",
""id"": ""50fd2809-3aa3-4a90-988e-1facf6773553"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """"
},
{
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""type"": ""Value"",
""id"": ""c60e0974-d140-4597-a40e-9862193067e9"",
""expectedControlType"": ""Vector2"",
""processors"": """",
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}
],
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""processors"": """",
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""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
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""path"": ""<Gamepad>/leftStick"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""Dpad"",
""id"": ""cefc16fc-557a-44b0-939f-2ad792876b07"",
""path"": ""Dpad"",
""interactions"": """",
""processors"": """",
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""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""07244659-79df-461d-b329-defbe2fbc5f6"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
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""isComposite"": false,
""isPartOfComposite"": true
},
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""name"": ""down"",
""id"": ""f0ec75cb-f02c-40d2-a33f-1fd6eab2ae0b"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
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""isPartOfComposite"": true
},
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""name"": ""left"",
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""interactions"": """",
""processors"": """",
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""isComposite"": false,
""isPartOfComposite"": true
},
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""name"": ""right"",
""id"": ""2dd39746-c75c-4a11-838a-e59eacaf4e0b"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
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""isPartOfComposite"": true
},
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""isComposite"": false,
""isPartOfComposite"": false
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// gameplay
m_gameplay = asset.FindActionMap("gameplay", throwIfNotFound: true);
m_gameplay_fire = m_gameplay.FindAction("fire", throwIfNotFound: true);
m_gameplay_move = m_gameplay.FindAction("move", throwIfNotFound: true);
m_gameplay_look = m_gameplay.FindAction("look", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
// gameplay
private readonly InputActionMap m_gameplay;
private IGameplayActions m_GameplayActionsCallbackInterface;
private readonly InputAction m_gameplay_fire;
private readonly InputAction m_gameplay_move;
private readonly InputAction m_gameplay_look;
public struct GameplayActions
{
private @SimpleControls m_Wrapper;
public GameplayActions(@SimpleControls wrapper) { m_Wrapper = wrapper; }
public InputAction @fire => m_Wrapper.m_gameplay_fire;
public InputAction @move => m_Wrapper.m_gameplay_move;
public InputAction @look => m_Wrapper.m_gameplay_look;
public InputActionMap Get() { return m_Wrapper.m_gameplay; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(GameplayActions set) { return set.Get(); }
public void SetCallbacks(IGameplayActions instance)
{
if (m_Wrapper.m_GameplayActionsCallbackInterface != null)
{
@fire.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnFire;
@fire.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnFire;
@fire.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnFire;
@move.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@move.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@move.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@look.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnLook;
@look.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnLook;
@look.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnLook;
}
m_Wrapper.m_GameplayActionsCallbackInterface = instance;
if (instance != null)
{
@fire.started += instance.OnFire;
@fire.performed += instance.OnFire;
@fire.canceled += instance.OnFire;
@move.started += instance.OnMove;
@move.performed += instance.OnMove;
@move.canceled += instance.OnMove;
@look.started += instance.OnLook;
@look.performed += instance.OnLook;
@look.canceled += instance.OnLook;
}
}
}
public GameplayActions @gameplay => new GameplayActions(this);
public interface IGameplayActions
{
void OnFire(InputAction.CallbackContext context);
void OnMove(InputAction.CallbackContext context);
void OnLook(InputAction.CallbackContext context);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(Rigidbody2D))]
public class MyPlayer : MonoBehaviour
{
[Header("玩家平时地面移动的速度")]
public float speed = 10f;
[Header("玩家跳跃力度的大小")]
public float jumpForce = 10f;
private Rigidbody2D m_rigidbody;//自身刚体租价
private int inputDir;//当前输入方向,-1左1右0静止
private bool isLanding;//记录自己当前是否着地
void Start()
{
Init();//初始化一些参数
}
void Update()
{
}
void FixedUpdate()
{
Move();//处理水平移动
}
//初始化函数
private void Init()
{
m_rigidbody = GetComponent<Rigidbody2D>();//找到自己身上的刚体组件
}
//移动函数,处理水平方向移动
private void Move()
{
//直接修改刚体速度
m_rigidbody.velocity = new Vector2(inputDir * speed,//水平方向以输入方向乘以预设速度大小
m_rigidbody.velocity.y);//垂直方向不变
}
//碰撞检测代码
// _____ _ _ _ _
// / ____| | | (_) (_)
// | | ___ | | |_ ___ _ ___ _ __
// | | / _ \| | | / __| |/ _ \| '_ \
// | |___| (_) | | | \__ \ | (_) | | | |
// \_____\___/|_|_|_|___/_|\___/|_| |_|
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
}
private void OnCollisionExit2D(Collision2D collision)//当有碰撞体离开
{
if(collision.transform.tag == "地面")
isLanding = false;//若碰撞物体标签为地面,标记自身未着地
}
// 以下为操作监听事件
// _____ _ _____ _
// |_ _| | | / ____| | |
// | | _ __ _ __ _ _| |_| (___ _ _ ___| |_ ___ _ __ ___
// | | | '_ \| '_ \| | | | __|\___ \| | | / __| __/ _ \ '_ ` _ \
// _| |_| | | | |_) | |_| | |_ ____) | |_| \__ \ || __/ | | | | |
// |_____|_| |_| .__/ \__,_|\__|_____/ \__, |___/\__\___|_| |_| |_|
// | | __/ |
// |_| |___/
public void OnMove(InputAction.CallbackContext context)//OnMove事件
{
//决定输入方向inputDir
if(!context.ReadValue<float>().Equals(0))
inputDir = (context.ReadValue<float>() > 0) ? 1 : -1;
else inputDir = 0;
}
public void OnJump(InputAction.CallbackContext context)//OnJump事件
{
//当按下跳跃键
if(context.performed)
{
if(isLanding)//如果当前着地
//给予自身刚体
m_rigidbody.velocity = new Vector2(m_rigidbody.velocity.x,//水平方向速度不变
jumpForce);//垂直方向给予预设跳跃速度
}
}
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