Hi, ich habe ein Problem mit Unity, ich hab mir ein Trampolin erstellt und wenn der Spieler auf dem Trampolin steht macht er ein Doppel Sprung, aber wenn eine Kiste drauf ist springt er ganz normal. Wieso und wie kann ich das ändern das er nur einmal springt?
Spieler Script
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C#-Quelltext
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using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour
{
//Floats
public float maxSpeed = 3;
public float speed = 50f;
public float jumpPower = 150f;
//Booleans
public bool grounded;
public bool canDoubleJump;
public bool knockFromRight;
//Audio
public AudioClip[] audioClip;
//Stats
public int curHealth;
public int maxHealth = 5;
//Referenzen
public Rigidbody2D rb2d;
private Animator anim;
private GameMaster gm;
void Start()
{
rb2d = gameObject.GetComponent<Rigidbody2D>();
anim = gameObject.GetComponent<Animator>();
gm = GameObject.FindGameObjectWithTag("GameMaster").GetComponent<GameMaster>();
curHealth = maxHealth;
}
void Update()
{
anim.SetBool("Grounded", grounded);
anim.SetFloat("Speed", Mathf.Abs(rb2d.velocity.x));
if (Input.GetAxis("Horizontal") < -0.1f)
{
transform.localScale = new Vector3(-3.420575f, 3.420575f, 3.420575f);
}
if (Input.GetAxis("Horizontal") > 0.1f)
{
transform.localScale = new Vector3(3.420575f, 3.420575f, 3.420575f);
}
//Jump
if (Input.GetButtonDown("Jump"))
{
if (grounded)
{
rb2d.AddForce(Vector2.up * jumpPower);
canDoubleJump = true;
}
else
{
if (canDoubleJump)
{
canDoubleJump = false;
rb2d.velocity = new Vector2(rb2d.velocity.x, 0);
rb2d.AddForce(Vector2.up * jumpPower / 1.75f);
}
}
}
//Jump End
if (curHealth > maxHealth)
{
curHealth = maxHealth;
}
if (curHealth <= 0)
{
Die();
}
}
//Update END
void FixedUpdate()
{
Vector3 easeVelocity = rb2d.velocity;
easeVelocity.y = rb2d.velocity.y;
easeVelocity.z = 0.0f;
easeVelocity.x *= 0.75f;
float h = Input.GetAxis("Horizontal");
//Fake Friction
if (grounded)
{
rb2d.velocity = easeVelocity;
}
//Den Spieler bewegen
rb2d.AddForce((Vector2.right * speed) * h);
//Limit wie schnell der Spieler rennt
if (rb2d.velocity.x > maxSpeed)
{
rb2d.velocity = new Vector2(maxSpeed, rb2d.velocity.y);
}
if (rb2d.velocity.x < -maxSpeed)
{
rb2d.velocity = new Vector2(-maxSpeed, rb2d.velocity.y);
}
}
//FixedUpdate END
void OnTriggerEnter2D (Collider2D col)
{
if(col.CompareTag("Coin"))
{
Destroy(col.gameObject);
gm.points += 50;
PlaySound(0);
}
}
void PlaySound(int clip)
{
AudioSource audio = GetComponent<AudioSource>();
audio.clip = audioClip[clip];
audio.Play();
}
public void Die()
{
//Restart
Application.LoadLevel(2);
}
public void Damage(int dmg)
{
curHealth -= dmg;
gameObject.GetComponent<Animation>().Play("Player_RedFlash");
PlaySound(1);
}
//Knockback
public IEnumerator Knockback(float knockDur, float knockbackPwr, Vector3 knockbackDir)
{
float timer = 0;
while(knockDur > timer)
{
timer += Time.deltaTime;
rb2d.AddForce(new Vector3(knockbackDir.x * -100, knockbackDir.y * knockbackPwr, transform.position.z));
}
yield return null;
}
}
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Und hier das Script vom Trampolin
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C#-Quelltext
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using UnityEngine;
using System.Collections;
public class Slimey : MonoBehaviour {
bool onTop;
public GameObject bouncer;
public Vector2 velocity;
Animator anim;
void Start()
{
anim = gameObject.GetComponent<Animator>();
}
void Update()
{
}
void OnCollisionStay2D(Collision2D col)
{
if(onTop)
{
anim.SetBool("isStepped", true);
bouncer = col.gameObject;
}
}
void OnTriggerEnter2D()
{
onTop = true;
}
void OnTriggerExit2D()
{
onTop = false;
anim.SetBool ("isStepped", false);
}
void OnTriggerStay2D()
{
onTop = true;
}
public void Jump()
{
bouncer.GetComponent<Rigidbody2D>().velocity = velocity;
}
}
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Und hier ein Video wie das Aussieht
Danke im voraus