watched a lot of tutorials, but they are all "closed" in itself and are about platformers, and I just can't translate it the following code. Everything is working pretty fine, but I fail to implement that the isGrounded becomes "false" again after the player object hits the ground again.
What the code does is pretty simple, you can drag and drop the mouse and shoot the player away. Then, you can't do it again as isGrounded goes "true" (I know it should be the other way round but well it works) - so I need it to become "false". And this is where I fail. I thought about if...player collides with something that is tagged as ground, or setting it back when the player doesnt move anymore, but eh...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragNShoot : MonoBehaviour
{
public float power = 10f;
public Rigidbody2D rb;
public Vector2 maxPower;
public Vector2 minPower;
TrajectoryLine tl;
Camera cam;
Vector2 force;
Vector3 startPoint;
Vector3 endPoint;
public bool isGrounded;
private void Start()
{
cam = Camera.main;
tl = GetComponent<TrajectoryLine>();
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
startPoint = cam.ScreenToWorldPoint(Input.mousePosition);
startPoint.z = 15;
}
if (Input.GetMouseButton(0))
{
Vector3 currentPoint = cam.ScreenToWorldPoint(Input.mousePosition);
startPoint.z = 15;
tl.RenderLine(startPoint, currentPoint);
}
if (Input.GetMouseButtonUp(0) && isGrounded == false)
{
endPoint = cam.ScreenToWorldPoint(Input.mousePosition);
endPoint.z = 15;
force = new Vector2(Mathf.Clamp(startPoint.x - endPoint.x, minPower.x, maxPower.x), Mathf.Clamp(startPoint.y - endPoint.y, minPower.y, maxPower.y));
rb.AddForce(force * power, ForceMode2D.Impulse);
tl.EndLine();
isGrounded = true;
}
}
}
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