unity 2D 人物按钮控制移动

unity 2D 人物按钮控制移动

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在这里插入图片描述

在这里插入图片描述
在这里插入图片描述

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Animator))]
public class CharacterControllerScript : MonoBehaviour
{
    public float x;
    public float y;
    public float moveSpeed = 1.0f;
    public bool isMoving = false;
    public Animator animator;
    public Rigidbody2D rigidbody2;
    private void Awake()
    {
        animator = this.transform.GetComponent<Animator>();
        rigidbody2 = this.transform.GetComponent<Rigidbody2D>();
    }
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.S))
         {
             x = -1;
             y = 0;
             isMoving = true;
         }
         else if (Input.GetKeyDown(KeyCode.A))
         {
             x = 0;
             y = -1;
             isMoving = true;
         }
         else if (Input.GetKeyDown(KeyCode.D))
         {
             x = 0;
             y = 1;
             isMoving = true;
         }
         else if (Input.GetKeyDown(KeyCode.W))
         {
             x = 1;
             y = 0;
             isMoving = true;
         }
         else if(Input.GetKeyUp(KeyCode.W)|| Input.GetKeyUp(KeyCode.S)|| Input.GetKeyUp(KeyCode.A)|| Input.GetKeyUp(KeyCode.D))
         {
            isMoving = false;
            animator.SetFloat("X", x);
            animator.SetFloat("Y", y);
            animator.SetLayerWeight(1, 0);

        }
         if (isMoving)
         {
            animator.SetFloat("X", x);
            animator.SetFloat("Y", y);
            animator.SetLayerWeight(1, 1);
             Vector3 old = rigidbody2.transform.position;
             Vector3 vector3 = new Vector3(y, x, 0);
             rigidbody2.transform.position = Vector3.Lerp(old, old + vector3.normalized*0.1f , moveSpeed * Time.deltaTime);
         }
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Animator))]
public class CharacterButtonControl : MonoBehaviour
{
    public Button buttonUp;
    public Button buttonDown;
    public Button buttonleft;
    public Button buttonRight;
    public GameObject player;
    public Rigidbody2D rigidbody2D;
    private IEnumerator moveCoroutine;
    public Animator animator;
    // Start is called before the first frame update
    private void Awake()
    {
        rigidbody2D = player.GetComponent<Rigidbody2D>();
        animator = this.transform.GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        buttonUp.onClick.AddListener(buttonUP);
        buttonDown.onClick.AddListener(buttonDOWN); 
        buttonleft.onClick.AddListener(buttonLEFT); 
        buttonRight.onClick.AddListener(buttonRIGHT);
    }
    public void buttonUP() {
        if (moveCoroutine != null)
        {
            StopCoroutine(moveCoroutine);
        }
        animator.SetLayerWeight(1, 1);
        animator.SetFloat("X", 1);
        animator.SetFloat("Y", 0);
        moveCoroutine = MoveCoroutine(new Vector3(0,1f,0), 2);
        StartCoroutine(moveCoroutine);
    }
    public void buttonDOWN()
    {
        if (moveCoroutine != null)
        {
            StopCoroutine(moveCoroutine);
        }
        animator.SetLayerWeight(1, 1);
        animator.SetFloat("X", -1);
        animator.SetFloat("Y", 0);
        moveCoroutine = MoveCoroutine(new Vector3(0, -1f, 0), 2);
        StartCoroutine(moveCoroutine);
    }
    public void buttonLEFT()
    {
        if (moveCoroutine != null)
        {
            StopCoroutine(moveCoroutine);
        }
        animator.SetLayerWeight(1, 1);
        animator.SetFloat("X", 0);
        animator.SetFloat("Y", -1);
        moveCoroutine = MoveCoroutine(new Vector3(-1f, 0, 0), 2);
        StartCoroutine(moveCoroutine);
    }
    public void buttonRIGHT()
    {
        if (moveCoroutine != null)
        {
            StopCoroutine(moveCoroutine);
        }
        animator.SetLayerWeight(1, 1);
        animator.SetFloat("X", 0);
        animator.SetFloat("Y", 1);
        moveCoroutine = MoveCoroutine(new Vector3(1f, 0, 0), 2);
        StartCoroutine(moveCoroutine);
    }
    private IEnumerator MoveCoroutine(Vector3 newPositon, float time)
    {
        Vector3 startPos = rigidbody2D.transform.position;
        Vector3 endPos = rigidbody2D.transform.position + newPositon;
        for (float t = 0; t < time; t += Time.deltaTime)
        {
            rigidbody2D.transform.position = Vector3.Lerp(startPos, endPos, t / time);
            yield return 0;
        }
        rigidbody2D.transform.position = endPos;
        animator.SetLayerWeight(1, 0);
    }
}

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可以通过以下步骤在Unity2D中为角色移动时播放脚步声: 1.准备脚步声音频资源。可以在互联网上搜索免费的脚步声音频文件,或者自己录制。 2.将脚步声音频资源导入Unity项目中。将音频文件拖动到Unity的Project视图中。 3.为角色添加AudioSource组件。在场景中选中角色,然后在Inspector视图中点击“Add Component”按钮,选择“Audio->Audio Source”。 4.设置AudioSource组件的属性。将导入的脚步声音频文件拖动到Audio Source组件的“Audio Clip”属性中。将“Play on Awake”属性设置为false,以便在角色移动时手动调用播放。 5.编写角色移动脚本。在角色移动的脚本中,使用AudioSource组件的Play()方法播放脚步声音频。 下面是一个简单的示例代码: ``` using UnityEngine; public class PlayerMovement : MonoBehaviour { public float speed = 5f; private AudioSource audioSource; public AudioClip footstepSound; private void Start() { audioSource = GetComponent<AudioSource>(); audioSource.clip = footstepSound; } private void Update() { float x = Input.GetAxis("Horizontal"); float y = Input.GetAxis("Vertical"); transform.position += new Vector3(x, y, 0) * speed * Time.deltaTime; if (x != 0 || y != 0) { if (!audioSource.isPlaying) { audioSource.Play(); } } else { audioSource.Stop(); } } } ``` 在这个示例中,我们首先获取了角色的AudioSource组件,并将导入的脚步声音频文件赋值给它。然后,在Update()方法中检测角色是否在移动,如果是,则播放脚步声音频。如果角色停止移动,则停止播放脚步声音频。 希望这个示例能够帮助你为Unity2D角色移动时添加脚步声音效果。
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