2016-12-02 12 views
0

私が持っているコードでは、円の周囲を移動し、その円の中心に「ジャンプ」することができます。ジャンプ中にプレーヤーを水平に動かすUnity C#

私がしようとしているのは、ジャンプ中にプレイヤーがサークルの周りを動き続けて、ジャンプ中にプレイヤーの位置を変更できるようにすることです。

これは私がこれまで持っていた完全なコードです。ユーザーがジャンプした場合、あなたは左と右のキーの入力を無視しているので、現在のUpdateあなたのアイデアを

using UnityEngine; 
    using System.Collections; 

    public class Movement : MonoBehaviour 
{ 
//editable property if made public 
public float playerSpeed = 20f;//This is how fast the player moves 
float playerAngle = 0; //This is the players movement variable 
float radius = 4f; //This is the radius of how big the circle is (Circumference track 2piRadius 
float startTime; //This is the time the game started 
float gameTime; //This will be player points BASE THIS OFF OF HOW LONG THE GAMES RUNNING 
float playerRadius = .5f; //CHANGE TO THE PLAYER OBJECT VARIABLE, is how offset the player will be from the lvlradius. 
private bool jumping = false; //This effects movement during the game 
private Vector3 playerPosition; //This is the playerPosition in the game 
void Start() 
{ 
    //Called at the start of the game 
} 

void Update() 
{ 
    if (jumping) 
    { 
     return; 
    } 
    else if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow)) 
    { 
     circularMove(); 
    } 
    else if (Input.GetKeyDown(KeyCode.Space)) 
    { 
     StartCoroutine(jumpPlayer()); 
    } 
} 

void FixedUpdate() 
{ 
    //Called before performing physics calculations 
} 

void circularMove() 
{ 
    //player variables 

    //The angle the player is at is equal to the speed of the player divided by radius times time in the game and the addition of the left right keys 
    playerAngle += Input.GetAxis("Horizontal") * Time.deltaTime * (playerSpeed/radius); 
    //This is the movement on the x axis 
    float x = Mathf.Cos(playerAngle) * (radius - playerRadius); 
    //this is the movement on the y axis 
    float y = Mathf.Sin(playerAngle) * (radius - playerRadius); 
    //the player does not move forward at this time THIS WILL BE HOW TO MOVE THE PLAYER 
    float z = 0; 
    //move the player in the direction that they clicked but add the original coordinates to the players location 
    transform.position = new Vector3(x, y, z); 
    //Move the player; 
    playerPosition = transform.position; 
} 

private IEnumerator jumpPlayer() 
{ 
    Vector3 playerEndPos = new Vector3(0f, 0f, 0f); 
    Vector3 playerStartPos = playerPosition; 
    float i = 0.0f; 
    float rate = .1f/Time.deltaTime; 
    jumping = true; 
    while (i< 1.0) 
    { 
     i += Time.deltaTime * rate; 
     transform.position = Vector3.Lerp(playerStartPos, playerEndPos, i); 
     yield return null; 
    } 
    transform.position = playerEndPos; 
    i = 0.0f; 
    while (i < 1.0) 
    { 
     i += Time.deltaTime * rate; 
     transform.position = Vector3.Lerp(playerEndPos, playerStartPos, i); 
     yield return null; 
    } 
    transform.position = playerStartPos; 
    jumping = false; 
    yield break; 
} 

}

答えて

2

は、可能になることはありません。

if(jumping)を実際のジャンプステートメントにシフトすると、おそらくこれを回避できます。

void Update() 
{ 
    if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow)) 
    { 
     circularMove(); 
    } 
    else if (Input.GetKeyDown(KeyCode.Space)) 
    { 
     if (!jumping) 
      StartCoroutine(jumpPlayer()); 
    } 
}