在unity 3d中,当我跳跃时,我的角色在半空中,如果我从正确的方向按a/s/d/w进入一个物体,角色将停留在空中,只要我抓住它,我如何使它,使角色不会停留在半空中,如果我抓住一个物体的移动按钮,而不会破坏当前的移动系统和变量
下面是我动作脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class movement : MonoBehaviour
{
public Rigidbody rb;
public float MouseSensitivity;
public float MoveSpeed;
public float jumpForce;
public float fallMultiplayer = 2.0f;
// Smoothing factors
public float moveSmoothing = 0.1f;
public float rotateSmoothing = 0.1f;
//animator
public Animator anim;
bool isJumping = false;
//
private Vector3 targetMoveDirection;
private Quaternion targetRotation;
void Start()
{
//Cursor.visible = false;
}
void Update()
{
anim.SetBool("jump",false);
//Look around
Quaternion rotationDelta = Quaternion.Euler(new Vector3(0, Input.GetAxis("Mouse X") * MouseSensitivity, 0));
targetRotation = rb.rotation * rotationDelta;
rb.MoveRotation(Quaternion.Lerp(rb.rotation, targetRotation, rotateSmoothing));
//vertical parameter
anim.SetFloat("vertical moving", Input.GetAxis("Vertical"));
anim.SetFloat("horizontal", Input.GetAxis("Horizontal"));
//Move
targetMoveDirection = transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal");
rb.AddForce(targetMoveDirection * MoveSpeed, ForceMode.VelocityChange);
rb.velocity = Vector3.Lerp(rb.velocity, Vector3.zero, moveSmoothing);
//Jump
if (anim.GetCurrentAnimatorStateInfo(0).IsName("Jump"))
{
isJumping = true;
}
else
{
isJumping = false;
}
if (Input.GetKeyDown(KeyCode.Space) && Mathf.Abs(rb.velocity.y) < 0.01f && !isJumping)
{
anim.SetBool("jump",true);
rb.AddForce(Vector3.up * jumpForce, ForceMode.VelocityChange);
rb.AddForce(Physics.gravity, ForceMode.Acceleration);
}
}
private void FixedUpdate()
{
if (rb.velocity.y < 0)
{
rb.velocity += Vector3.up * Physics.gravity.y * fallMultiplayer * Time.deltaTime;
}
}
}
1条答案
按热度按时间bnlyeluc1#
如果你不希望显著修改移动代码,那么一个可能的解决方案可能是将墙壁的摩擦力减小到0,因为玩家角色刚体最有可能与墙壁发生一些摩擦,导致其停止下落。
尝试创建
Physics3D
材质,将其摩擦力值设置为零(或另一个足够低的值),然后确保将其指定给墙。