Ich mache einen rundenbasierten 2D-Dungeon-Crawler von Topity in Unity mit C#. Ich programmiere gerade den Code für den Fledermaus-Gegner, um dem Spieler zu folgen. Es funktioniert gut bis auf ein seltsames Verhalten. Der Schläger bewegt sich in 2 Richtungen um 2 Blöcke statt in 1 Richtung um 1 Block, aber nur für seine erste Bewegung. Ähnlich der Bewegung, die der Ritter im Schach macht. Bitte helfen Sie mir, dies herauszufinden. Alle und alle Vorschläge geschätzt. Mein Code ist wahrscheinlich schrecklich und übermäßig kompliziert, aber das ist mein erstes Spiel, also sei bitte sanft.Unheimliches Bewegungsverhalten Unity2D C#
Feind Code:
Vector3 currentPosition;
Vector3 nextPosition;
public GameObject playerObject;
public Transform[] wallArray;
bool canMove;
public Player thePlayer;
void Update()
{
currentPosition = transform.position;
Movement();
}
void Movement()
{
if (thePlayer.timeToMove == false)
{
if (playerObject.transform.position.x > currentPosition.x)
{
nextPosition.x = currentPosition.x + 1;
canMove = false;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
canMove = true;
}
}
if (canMove)
{
if (playerObject.transform.position.y > currentPosition.y)
{
nextPosition.y = currentPosition.y + 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
if (playerObject.transform.position.y < currentPosition.y)
{
nextPosition.y = currentPosition.y - 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
}
if (nextPosition == playerObject.transform.position)
{
nextPosition = currentPosition;
}
transform.position = nextPosition;
thePlayer.timeToMove = true;
Debug.Log("Leaving 'a'...");
return;
}
if (playerObject.transform.position.x < currentPosition.x)
{
nextPosition.x = currentPosition.x - 1;
canMove = false;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
canMove = true;
}
}
if (canMove)
{
if (playerObject.transform.position.y > currentPosition.y)
{
nextPosition.y = currentPosition.y + 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
if (playerObject.transform.position.y < currentPosition.y)
{
nextPosition.y = currentPosition.y - 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
}
if (nextPosition == playerObject.transform.position)
{
nextPosition = currentPosition;
}
transform.position = nextPosition;
thePlayer.timeToMove = true;
Debug.Log("Leaving 'b'...");
return;
}
if (playerObject.transform.position.x == currentPosition.x)
{
if (playerObject.transform.position.y > currentPosition.y)
{
nextPosition.y = currentPosition.y + 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
if (playerObject.transform.position.y < currentPosition.y)
{
nextPosition.y = currentPosition.y - 1;
foreach (Transform wall in wallArray)
{
if (wall.transform.position.Equals(nextPosition))
{
nextPosition = currentPosition;
}
}
}
if (nextPosition == playerObject.transform.position)
{
nextPosition = currentPosition;
}
transform.position = nextPosition;
thePlayer.timeToMove = true;
Debug.Log("Leaving 'c'...");
return;
}
}
Spielercode:
// Movement variables
public Vector3 playerCurrentPosition;
Vector3 nextPosition;
public Transform[] wallArray;
public bool timeToMove;
bool movingToWall;
void Start()
{
// When we start we can move
timeToMove = true;
}
void Update()
{
// Update current position variable
playerCurrentPosition = transform.position;
// Move
Movement();
}
// Movement
void Movement()
{
// If it's time to move
if (timeToMove)
{
// If right arrow key pressed
if (Input.GetKeyDown(KeyCode.RightArrow))
{
// Set position to move to
nextPosition.x = playerCurrentPosition.x + 1;
// Check wall array
foreach (Transform wall in wallArray)
{
// If the wall we are checking is in the space we want to move to
if (wall.transform.position.Equals(nextPosition))
{
// We are moving into a wall
movingToWall = true;
}
}
// If we are moving into a wall
if (movingToWall)
{
// Don't move
nextPosition = playerCurrentPosition;
// Set position
transform.position = nextPosition;
// It's time to move again
timeToMove = true;
// We're not moving into a wall anymore
movingToWall = false;
}
// If we're not moving into a wall
else
{
// Move
transform.position = nextPosition;
// It's no longer time to move
timeToMove = false;
}
}
// If left arrow key pressed
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
// Set position we want to move to
nextPosition.x = playerCurrentPosition.x - 1;
// Check wall array
foreach (Transform wall in wallArray)
{
// If the wall we are checking is in the space we want to move to
if (wall.transform.position.Equals(nextPosition))
{
// We are moving into a wall
movingToWall = true;
}
}
// If we are moving into a wall
if (movingToWall)
{
// Don't move
nextPosition = playerCurrentPosition;
// Set position
transform.position = nextPosition;
// We can move again
timeToMove = true;
// We are no longer moving into a wall
movingToWall = false;
}
// If we are not moving into a wall
else
{
// Move
transform.position = nextPosition;
// It is no longer time to move
timeToMove = false;
}
}
// If up arrow pressed
if (Input.GetKeyDown(KeyCode.UpArrow))
{
// Set position to move to
nextPosition.y = playerCurrentPosition.y + 1;
// Check wall array
foreach (Transform wall in wallArray)
{
// If wall we are checking is in space we want to move to
if (wall.transform.position.Equals(nextPosition))
{
// We are moving into a wall
movingToWall = true;
}
}
// If we are moving into a wall
if (movingToWall)
{
// Don't move
nextPosition = playerCurrentPosition;
// Set position
transform.position = nextPosition;
// We can move again
timeToMove = true;
// No longer moving into wall
movingToWall = false;
}
// If we are not moving into a wall
else
{
// Move
transform.position = nextPosition;
// It is no longer time to move
timeToMove = false;
}
}
// If down arrow pressed
if (Input.GetKeyDown(KeyCode.DownArrow))
{
// Set position to move to
nextPosition.y = playerCurrentPosition.y - 1;
// Check wall array
foreach (Transform wall in wallArray)
{
// If wall we are checking is in the space we want to move to
if (wall.transform.position.Equals(nextPosition))
{
// We are moving into a wall
movingToWall = true;
}
}
// If we are moving into a wall
if (movingToWall)
{
// Don't move
nextPosition = playerCurrentPosition;
// Set position
transform.position = nextPosition;
// We can move again
timeToMove = true;
// No longer moving into a wall
movingToWall = false;
}
// If we are not moving into a wall
else
{
// Move
transform.position = nextPosition;
// No longer time to move
timeToMove = false;
}
}
}
}
@JoeBlow, die mit Float-Nummern zu tun hatte, es zu vermasseln, aber ich habe seitdem die Sprites skaliert, so kann ich ganze Zahlen verwenden. Diese Frage hat mit meiner schlechten Codierung zu tun, die ich vermute. – oscaro
@JoeBlow Player Bewegung ist jetzt perfekt – oscaro