为啥 jumpForce 在检查器中自动更改?
Posted
技术标签:
【中文标题】为啥 jumpForce 在检查器中自动更改?【英文标题】:Why jumpForce changes automatically in the inspector?为什么 jumpForce 在检查器中自动更改? 【发布时间】:2020-10-23 23:39:47 【问题描述】:我正在使用 Unity 制作 2D 平台游戏。我希望我的游戏同时支持键盘和游戏手柄,因此我使用了新的输入系统和玩家输入组件。我的问题是当我按下跳跃按钮时,玩家没有正确跳跃。事实上,它在游戏开始时会跳跃,但之后它就不能再跳跃了,只是在低高度向上移动。我将游戏窗口最小化并按下播放键,发现第一次跳跃后,jumpForce值自动从300变为1。我想知道为什么会出现这种情况以及如何解决。提前致谢。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour, PlayerInputActions.IPlayerActions
private PlayerInputActions controls;
private Rigidbody2D rb;
private Animator anim;
private bool facingRight = true;
private Vector2 moveInput;
[SerializeField] private float jumpForce;
float JumpPressedRemember = 0;
[SerializeField] float JumpPressedRememberTime = 0.2f;
float GroundedRemember = 0;
[SerializeField] float GroundedRememberTime = 0.25f;
[SerializeField] float HorizontalAcceleration = 1;
[SerializeField] [Range(0, 1)] float HorizontalDampingBasic = 0.5f;
[SerializeField] [Range(0, 1)] float HorizontalDampingWhenStopping = 0.5f;
[SerializeField] [Range(0, 1)] float HorizontalDampingWhenTurning = 0.5f;
[SerializeField] [Range(0, 1)] float JumpHeight = 0.5f;
private void Awake()
controls = new PlayerInputActions();
controls.Player.SetCallbacks(this);
void Start()
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
void PlayerInputActions.IPlayerActions.OnMove(InputAction.CallbackContext context)
moveInput = context.ReadValue<Vector2>();
void PlayerInputActions.IPlayerActions.OnJump(InputAction.CallbackContext context)
jumpForce = context.ReadValue<float>();
switch (context.phase)
case InputActionPhase.Performed:
this.Jump();
break;
void PlayerInputActions.IPlayerActions.OnShoot(InputAction.CallbackContext context)
public void Jump()
rb.AddForce(Vector2.up * this.jumpForce, ForceMode2D.Force) ;
void FixedUpdate()
if(facingRight == false && moveInput.x > 0)
Flip();
else if (facingRight == true && moveInput.x < 0)
Flip();
void Flip()
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
void OnEnable()
controls.Enable();
void OnDisable()
controls.Disable();
void Update()
Vector2 GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
Vector2 GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
bool Grounded = Physics2D.OverlapBox(GroundedBoxCheckPosition, transform.localScale, 0);
GroundedRemember -= Time.deltaTime;
if (Grounded)
GroundedRemember = GroundedRememberTime;
JumpPressedRemember -= Time.deltaTime;
if (controls.Player.Jump.triggered)
JumpPressedRemember = JumpPressedRememberTime;
if (controls.Player.Jump.triggered)
if (rb.velocity.y > 0)
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * JumpHeight);
if ((JumpPressedRemember > 0) && (GroundedRemember > 0))
JumpPressedRemember = 0;
GroundedRemember = 0;
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
float HorizontalVelocity = rb.velocity.x;
HorizontalVelocity += moveInput.x;
if (Mathf.Abs(moveInput.x) < 0.01f)
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenStopping, Time.deltaTime * 10f);
else if (Mathf.Sign(moveInput.x) != Mathf.Sign(HorizontalVelocity))
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenTurning, Time.deltaTime * 10f);
else
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingBasic, Time.deltaTime * 10f);
rb.velocity = new Vector2(HorizontalVelocity, rb.velocity.y);
【问题讨论】:
我假设您的意思是jumpForce
正在改变。您正在读取的值是否有可能在 0 和 1 之间标准化?您可以尝试将跳跃力设为常数并将其乘以该值。
是的,我的意思是 jumpForce。您能否更具体一点或在代码中显示?
【参考方案1】:
我已经阅读了你的脚本,我不知道所有其他脚本的所有功能,但我想我找到了你的问题:
void PlayerInputActions.IPlayerActions.OnJump(InputAction.CallbackContext context)
jumpForce = context.ReadValue<float>(); <-- HERE you set your jumpforce to something!!!
switch (context.phase)
case InputActionPhase.Performed:
this.Jump();
break;
【讨论】:
感谢您的回复。我试过你说的,但是当我在括号内写任何数字时,会出现错误提示“方法'ReadValue'没有重载需要1个参数[Assembly-CSharp]”。 是的,我认为您需要完全删除该行并重试。 如果我删除该行,播放器会跳出屏幕。这不是一个好主意。也许有些东西我需要改变,但不知道那是什么。 这很奇怪,因为您使用的是 context.ReadLine 。但不幸的是我不知道问题出在哪里以上是关于为啥 jumpForce 在检查器中自动更改?的主要内容,如果未能解决你的问题,请参考以下文章
为啥 ember 计算属性只在 ember 检查器中执行一次?
为啥 Chrome 检查器中的 CSS 规则显示为灰色 [重复]