using Cinemachine; using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { private Rigidbody2D rb; public LayerMask groundLayer; void Start() { rb = GetComponent(); } public string keyLeft = "a", keyRight = "d", keyJump = "w", keyDown = "s"; public float movementSpeed = 10f, jumpForce = 20f, horizontalF = 0.9f, horizontalA = 0.3f, jumpThreshold = 0.1f, jumpDetectHeight = 0.8f; public float jumpBufferTime = 0.2f, jumpWolfTime = 0.2f; private float jumpBuffer = 0f, jumpWolf = 0f; void FixedUpdate() { // 获取当前情况 float speedX = rb.velocity.x, speedY = rb.velocity.y; bool isGround = Physics2D.OverlapCircle(transform.position - new Vector3(0, jumpDetectHeight, 0), jumpThreshold, groundLayer); bool isDown = Input.GetKey(keyDown) && isGround; int moveHorizontal = isDown ? 0 : // 没有下蹲 (Input.GetKey(keyLeft) == Input.GetKey(keyRight) ? 0 : // 没有同时按住左右 (Input.GetKey(keyLeft) ? -1 : 1)); // 获取方向 // 判断跳跃 jumpBuffer -= Time.fixedDeltaTime; if (Input.GetKeyDown(keyJump)) jumpBuffer = jumpBufferTime; jumpWolf -= Time.fixedDeltaTime; if (isGround) jumpWolf = jumpWolfTime; if (!isDown && jumpBuffer > 0 && jumpWolf > 0) { // 在地面、没有蹲下 speedY = jumpForce; jumpBuffer = 0; } // 横向移动 if (moveHorizontal != 0) { speedX = speedX * (1 - horizontalA) + movementSpeed * horizontalA * moveHorizontal; } speedX *= horizontalF; // 设置 rb.velocity = new Vector2(speedX, speedY); } }