- Направление телепортом управляется левой кнопкой мыши.
- Игрок может телепортироваться только один раз, пока снова не коснется земли.
- Если игрок телепортируется сквозь врагов тогда эти враги будут мгновенно убиты.
Код: Выделить всё
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Teleport : MonoBehaviour {
public Vector2 screenPosition;
public Vector2 worldPosition;
private CharacterController2D characterController2D;
public bool canTeleport = true;
void Awake()
{
characterController2D = GetComponent();
}
public void t_PORT()
{
bool ground_check = characterController2D.m_Grounded;
if (canTeleport = true && Input.GetMouseButtonDown(0))
{
screenPosition = Input.mousePosition;
worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
transform.position = worldPosition;
while (ground_check = false)
{
if (ground_check = false)
{
canTeleport = false;
}
else
{
canTeleport = true;
}
}
}
}
}
Я взял логическое значение из моего контроллера персонажей m_grounded, который проверяет, касается ли игрок земли в данный момент. Я подумал, что если игрок уже телепортировался, я мог бы использовать цикл while (он будет зацикливаться при условии, что m_grounded имеет значение false, и прерывается, когда игрок касается земли, позволяя ему снова телепортироваться).В первый раз, когда я попробовал это, это не сработало, поскольку у меня был код в обновлении, и когда я телепортировался, игра зависала. Затем я поместил его в отдельный класс под названием t_Port (который вы можете видеть выше), но тогда игрок вообще не телепортировался. Я решил поместить его в FixUpdate, который позволял игроку телепортироваться еще раз, но игрок мог телепортироваться бесконечное количество раз (чего мне не нужно).
скрипт для моего контроллера персонажа находится здесь:
Код: Выделить всё
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField]
private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField]
private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)]
[SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] public Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
public bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent();
if (OnLandEvent == null) OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null) OnCrouchEvent = new BoolEvent();
}
public void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
}
else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
Код: Выделить всё
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
public CharacterController2D controller;
public Animator animator;
float X_Speed = 0.0f;
float Y_Speed = 0.0f;
float Ground_speed = 0.0f;
float Ground_angle;
float acceleration_speed = 0.46875f;
float deceleration_speed = 5.0f;
float friction_speed = 0.66875f;
float top_speed = 100.0f;
public bool jump = false;
bool crouch = false;
void Update()
{
if (Input.GetAxisRaw("Horizontal") < 0) //if player is pressing left
{
if (X_Speed > 0.0f)
{
X_Speed -= deceleration_speed; //decelerate
if (X_Speed -top_speed)
{
X_Speed -= acceleration_speed; //accelerate
if (X_Speed 0) //if player is pressing right
{
if (X_Speed < 0.0f) //if moving to the left
{
X_Speed += deceleration_speed; //decelerate
if (X_Speed >= 0.0f)
{
X_Speed = 0.5f;
}
}
else if (X_Speed < top_speed)
{
X_Speed += acceleration_speed; //accelerate
if (X_Speed >= top_speed)
{
X_Speed = top_speed; //impose top speed limit
}
}
}
if (Input.GetAxis("Horizontal") == 0)
{
X_Speed -= friction_speed; //decelerate
if (X_Speed
Подробнее здесь: [url]https://stackoverflow.com/questions/75442115/why-does-my-teleport-move-not-function-the-way-i-want-it-to[/url]