Unity 2D Platformer 练习(1)

1.导入并处理素材

        将网上下载好的素材拖入Assets文件夹中。

        将Sprite Mode由single改成Multiple,点击Sprite Editor按钮,在图上将所需要图案划分成一个个sprite,点击apply,完成图案裁剪。

2.完成简单布局

        

3.实现人物移动和跳跃

        给人物和平台身上附加Box Collider 2D碰撞检测箱,调整至合适大小。点击Edit Collider按钮可随意更改Box形状。

        给人物添加Rigidbody 2D刚体,Gravity Scale调整重力大小。若在后续添加移动脚本,不想人物进行旋转,记得点击Freeze Rotation Z按钮,用于锁定人物旋转方向。

        添加移动脚本MoveController,根据左右按键进行移动,空格进行跳跃。在进行跳跃时,新建一个bool变量isground,用于判断是否与地面接触。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MoveController : MonoBehaviour
{
    public GameObject Player;
    public float m_speed = 5f;

    private Rigidbody2D rb;
    private Collider2D coll;

    public float jumpspeed = 8f;
    float xVelocity;

    public bool isOnGround;
    public LayerMask groundLayer;
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        coll = GetComponent<Collider2D>();
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        PlayerMove_KeyTransform();
    }
    void isOnGroundCheck()
    {
        //判断角色碰撞器与地面图层发生接触
        if (coll.IsTouchingLayers(groundLayer))
        {
            isOnGround = true;
        }
        else
        {
            isOnGround = false;
        }
    }
    void Jump()
    {
        rb.velocity = new Vector2(rb.velocity.x, jumpspeed);
    }

    public void PlayerMove_KeyTransform()
    {
        isOnGroundCheck();
        if (Input.GetKey(KeyCode.A) | Input.GetKey(KeyCode.LeftArrow)) //左
        {
            Player.transform.Translate(Vector3.right * -m_speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.D) | Input.GetKey(KeyCode.RightArrow)) //右
        {
            Player.transform.Translate(Vector3.right * m_speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.Space))
        {
            if (isOnGround == true)
            {
                Jump();
            }
        }
    }
}

4.实现镜头跟随

        实现镜头跟随,相当于保持一定的z轴距离,将镜头x,y坐标移到被跟随物体上。为了使镜头移动更加平滑,添加smoothing,使用Vector3.Lerp(a,b,smoothing*Time.fixedDeltatime)函数。该函数相当于将b-a的距离分成多个部分,逐帧移动。添加一个ylimit值,使得人物在掉落平台时,镜头不会跟随人物落到没有背景的地方。

        

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraFollower : MonoBehaviour
{
    public Transform target;
    public float smoothing;

    public float ylimit;
    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        
    }
    void LateUpdate()
    {
        if (target != null)
        {
            Vector3 targetPosition = new Vector3(target.position.x, target.position.y / smoothing * Time.fixedDeltaTime, transform.position.z);
            if (target.position.y < ylimit)
            {
                targetPosition = new Vector3(target.position.x, ylimit / smoothing * Time.fixedDeltaTime, transform.position.z);
            }
            Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, smoothing * Time.fixedDeltaTime);
            transform.position = smoothedPosition;
        }
    }
}

5.实现前后景快慢移动

        人物在移动过程中,前景实际应该移动最快,其次是平台,最后是背景。但在普通相机下移动速率都一致。所以新建一个Empty,命名为GM,用于控制不同背景。在scripts新建一个Parallaxing的C#代码,挂载在GM上。在Parallaxing中创建一个Transform矩阵,用于添加需管理的背景。计算出每个背景离摄像机的z距离,作为平行移动倍数,每次摄像机移动时,将移动距离之差乘以移动倍数,重新赋给背景,使背景进行一定的位移,达成近快远慢的效果。

using UnityEngine;
using System.Collections;

public class Parallaxing : MonoBehaviour {

	public Transform[] backgrounds;			// Array (list) of all the back- and foregrounds to be parallaxed
	private float[] parallaxScales;			// The proportion of the camera's movement to move the backgrounds by
	public float smoothing = 1f;			// How smooth the parallax is going to be. Make sure to set this above 0

	private Transform cam;					// reference to the main cameras transform
	private Vector3 previousCamPos;			// the position of the camera in the previous frame

	// Is called before Start(). Great for references.
	void Awake () {
		// set up camera the reference
		cam = Camera.main.transform;
	}

	// Use this for initialization
	void Start () {
		// The previous frame had the current frame's camera position
		previousCamPos = cam.position;

		// asigning coresponding parallaxScales
		parallaxScales = new float[backgrounds.Length];
		for (int i = 0; i < backgrounds.Length; i++) {
			parallaxScales[i] = backgrounds[i].position.z*-1;
		}
	}
	
	// Update is called once per frame
	void Update () {

		// for each background
		for (int i = 0; i < backgrounds.Length; i++) {
			// the parallax is the opposite of the camera movement because the previous frame multiplied by the scale
			float parallax = (previousCamPos.x - cam.position.x) * parallaxScales[i];

			// set a target x position which is the current position plus the parallax
			float backgroundTargetPosX = backgrounds[i].position.x + parallax;

			// create a target position which is the background's current position with it's target x position
			Vector3 backgroundTargetPos = new Vector3 (backgroundTargetPosX, backgrounds[i].position.y, backgrounds[i].position.z);

			// fade between current position and the target position using lerp
			backgrounds[i].position = Vector3.Lerp (backgrounds[i].position, backgroundTargetPos, smoothing * Time.deltaTime);
		}

		// set the previousCamPos to the camera's position at the end of the frame
		previousCamPos = cam.position;
	}
}

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