对角色的移动的整理
void FixedUpdate()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Move(h, v);
Animating(h, v);
Turning();
}
void Move(float h, float v)
{
movement.Set(h, 0f, v); //设置movement的值
movement = movement.normalized * speed * Time.deltaTime;
playerRigidbody.MovePosition(transform.position + movement);
}
坦克大战移动
void Move()
{
int dir = 0;
if (Input.GetKey(KeyCode.W))
{
dir = 1;
}
if (Input.GetKey(KeyCode.S))
{
dir = 2;
}
if (Input.GetKey(KeyCode.A))
{
dir = 3;
}
if (Input.GetKey(KeyCode.D))
{
dir = 4;
}
if (dir == 0)
{
//Debug.LogError("方向计算出现错误");
return;
}
else if (dir != curDir)
{
curDir = dir;
img.sprite = Resources.Load<Sprite>("player/" + dirDic[curDir]);
}
if (dir == 1)
{
tml.transform.localPosition = new Vector3(0, 21f, 0);
tml.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
else if (dir == 2)
{
tml.transform.localPosition = new Vector3(0, -21f, 0);
tml.transform.localRotation = Quaternion.Euler(0, 0, 0);
}
else if (dir == 3)
{
tml.transform.localPosition = new Vector3(-21f, 0, 0);
tml.transform.localRotation = Quaternion.Euler(0, 0, 90);
}
else if (dir == 4)
{
tml.transform.localPosition = new Vector3(21f, 0, 0);
tml.transform.localRotation = Quaternion.Euler(0, 0, 90);
}
Vector3 d = Vector3.zero;
if (curDir == 1)
{
d = Vector3.up;
}
else if (curDir == 2)
{
d = Vector3.down;
}
else if (curDir == 3)
{
d = Vector3.left;
}
else if (curDir == 4)
{
d = Vector3.right;
}
float w = img.rectTransform.rect.width * cv.transform.localScale.x / 2;
if (!tml.isCanMove)
{
return;
}
transform.Translate(d * speed * Time.deltaTime);
}