第一部分:PlayerManger中的跳跃方法,相比较之下跳跃手感会更好
//属性
public float Speed; //速度
private float InputX; //x轴输入
public float JumpForce; //跳跃力
public bool CanJump; //检测能够跳跃的bool值,默认false
public bool IsJump; //跳跃的bool值
private bool IsHurt; //角色受伤的bool值
[Header("States Check")]
public bool IsGround; //检测地面的bool
[Header("Ground Check")]
public Transform GroundCheck; //检测地面的tranform变量,外部赋值,玩家脚底
public float Raduis; //检测范围
//引用
private Rigidbody2D Rb;
private Animator Anim;
private Collider2D Coll;
public LayerMask Ground; //地面图层
void Start()
{
Rb=GetComponent<Rigidbody2D>();
Anim = GetComponent<Animator>();
Coll = GetComponent<Collider2D>();
}
void Update()
{
InputCheck();
}
private void FixedUpdate()
{
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