一,Idle状态
1,选中角色,打开Animation动画面板;
2,新建一个动画面板Idle;
3,拖动相关角色状态图片,实现动画
二,run状态
1,新建一个动画面板run;
2,拖动相关角色状态图片,实现动画
三,jump状态
1,新建一个动画面板jump;
2,拖动相关角色状态图片,实现动画
四,打开角色对象的动画编辑器面板Animator;
1,设置默认动作为idle;
2,设置idle过渡到run的过渡线 ,设置run过渡到idle的过渡线;
勾掉Has exit Time选项;
Transtion Duration(s),设置为0;
3,设置idle过渡到ump的过渡线 ,设置ump过渡到idle的过渡线;
勾掉Has exit Time选项;
Transtion Duration(s),设置为0;
4,设置run过渡到ump的过渡线 ;
勾掉Has exit Time选项;
Transtion Duration(s),设置为0;
五,设置动画过渡参数
1,设置一个float-----speed;
2,设置一个bool-----brouned;
3,idle过渡到run的过渡线,Condition选择speed-----Greater-----0.1;
4,run过渡到idle的过渡线,Condition选择speed-----Less-----0.1;
5,idle过渡到jump的过渡线,Condition选择Grouned-----false;
6,jump过渡到idle的过渡线,Condition选择Grouned-----true;
7,run过渡到jump的过渡线,Condition选择Grouned-----false;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
private Rigidbody2D m_rg;
public float MoveSpeed;
public float JumpSpeed;
//在角色下添加一个空物体
//设置一个跳跃监测点
public Transform CheckPoint;
//设置一个跳跃监测半径
public float CheckRadius;
//设置一个跳跃监测层---角色与地面的检测
public LayerMask WhatIsGround;
//角色默认是否着地--true
public bool isGround;
private Animator Anim;
void Start () {
m_rg = gameObject.GetComponent<Rigidbody2D>();
Anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
//
isGround = Physics2D.OverlapCircle(CheckPoint.position, CheckRadius, WhatIsGround);
//------------------Input.GetAxisRaw没有小数值,只有整数,不会产生缓动------------------
//角色水平移动
//按住D键,判断如果大于0,则向右开始移动
if (Input.GetAxisRaw("Horizontal") > 0)
{
m_rg.velocity = new Vector2(MoveSpeed, m_rg.velocity.y);
//设置自身缩放的值
transform.localScale = new Vector2(1f,1f);
}
//角色水平移动
//按住A键,判断如果小于0,则向左开始移动
else if (Input.GetAxisRaw("Horizontal") < 0)
{
m_rg.velocity = new Vector2(-MoveSpeed, m_rg.velocity.y);
//如果new Vector2(-1f, 1f) x值为负数,则图片进行反转显示
transform.localScale = new Vector2(-1f, 1f);
}
else
//角色水平移动
//松开按键,判断如果等于0,则停止移动
{
m_rg.velocity = new Vector2(0, m_rg.velocity.y);
}
//角色按下空格键实现跳跃
//禁止二连跳
//要先判断角色是否在地面上,在地面上可以跳,不在地面上则不能跳
if (Input.GetButtonDown("Jump")&& isGround)
{
m_rg.velocity = new Vector2(m_rg.velocity.x,JumpSpeed);
}
Anim.SetFloat("Speed", m_rg.velocity.x);
Anim.SetBool("Grouned", isGround);
}
}