Ich arbeite durch ein Buch und bin zu einem Problem gekommen. Es ist ein Top-Down-Shooter, bei dem der Spieler mit der Maus rotiert und sich mit der Tastatur bewegt. Das Problem ist, dass beim Testen, ob die Maus oder die Tastatur die Bewegung auslösen, das Bild vibriert. Wenn ich die Pfeiltasten drücke, bewegt es sich in einem Kreis, je länger ich die Taste halte, desto breiter ist der Kreis. Unten ist das Skript, mit dem ich arbeite.Charakter vibriert, wenn Bewegung Einheit beginnt
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PlayerBehaviour : MonoBehaviour
{
//movement modifier applied to directional movement
public float playerSpeed = 2.0f;
//current player speed
private float currentSpeed = 0.0f;
/*
* Allows us to have multiple inputs and supports keyboard,
* joystick, etc.
*/
public List<KeyCode> upButton;
public List<KeyCode> downButton;
public List<KeyCode> leftButton;
public List<KeyCode> rightButton;
//last movement made
private Vector3 lastMovement = new Vector3();
// Update is called once per frame
void Update()
{
//rotates ship to face mouse
Rotation();
//moves ship
Movement();
}
void Rotation()
{
//finds mouse in relation to player location
Vector3 worldPos = Input.mousePosition;
worldPos = Camera.main.ScreenToWorldPoint(worldPos);
/*
get x and y screen positions
*/
float dx = this.transform.position.x - worldPos.x;
float dy = this.transform.position.y - worldPos.y;
//find the angle between objects
float angle = Mathf.Atan2(dy, dx) * Mathf.Rad2Deg;
/*
* The transform's rotation property uses a Quaternion,
* so we need to convert the angle in a Vector
* (The Z axis is for rotation for 2D).
*/
Quaternion rot = Quaternion.Euler(new Vector3(0, 0, angle + 90));
// Assign the ship's rotation
this.transform.rotation = rot;
}
// Will move the player based off of keys pressed
void Movement()
{
// The movement that needs to occur this frame
Vector3 movement = new Vector3();
// Check for input
movement += MoveIfPressed(upButton, Vector3.up);
movement += MoveIfPressed(downButton, Vector3.down);
movement += MoveIfPressed(leftButton, Vector3.left);
movement += MoveIfPressed(rightButton, Vector3.right);
/*
* If we pressed multiple buttons, make sure we're only
* moving the same length.
*/
movement.Normalize();
// Check if we pressed anything
if (movement.magnitude > 0)
{
// If we did, move in that direction
currentSpeed = playerSpeed;
this.transform.Translate(movement * Time.deltaTime * playerSpeed, Space.World);
lastMovement = movement;
}
else
{
// Otherwise, move in the direction we were going
this.transform.Translate(lastMovement * Time.deltaTime * currentSpeed, Space.World);
// Slow down over time
currentSpeed *= .9f;
}
}
/*
* Will return the movement if any of the keys are pressed,
* otherwise it will return (0,0,0)
*/
Vector3 MoveIfPressed(List<KeyCode> keyList, Vector3 Movement)
{
// Check each key in our list
foreach (KeyCode element in keyList)
{
if (Input.GetKey(element))
{
/*
* It was pressed so we leave the function
* with the movement applied.
*/
return Movement;
}
}
// None of the keys were pressed, so don't need to move
return Vector3.zero;
}
}
Vielen Dank für die Hilfe, es funktioniert jetzt wie erwartet. –