基本信息
源码名称:unity2d酷跑游戏(简易实现功能,慎重下载)
源码大小:49.48M
文件格式:.zip
开发语言:C#
更新时间:2016-11-28
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   源码介绍

using UnityEngine;
using System.Collections;
using System;
public class PlayerStateController : MonoBehaviour
{
    public float delaytime;                  //按键延迟时间
    public static int jumpcount = 0;        //三级跳级数
    public Vector2 jumpforce;              //精灵跳跃力
    public Vector2 slideforce;            //精灵下滑的力   
    public Rigidbody2D playerBody = null;
    public BoxCollider2D playerCollider = null;
    //定义游戏人物的各种状态
    public enum playerStates
    {
        run = 0,
        jump,
        slide,
        falling,
        landing,
    }
    //定义委托和事件	
    public delegate void playerStateHandler(PlayerStateController.playerStates newState);
    public static event playerStateHandler onStateChange;
    void Start()
    {
        playerBody = GetComponent<Rigidbody2D>();
        playerCollider = GetComponent<BoxCollider2D>();
    }
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.S)&&!Input.GetKeyDown(KeyCode.L))
        {
            playerCollider.size = new Vector2(0.6232159f, 0.4215094f);
            playerCollider.offset = new Vector2(0.1357977f, -0.2985263f);
            if (onStateChange != null)
            {
                onStateChange(PlayerStateController.playerStates.slide);
            }
        }
        if (Input.GetKey(KeyCode.S))
        {
            playerBody.AddForce(slideforce);
            onStateChange(PlayerStateController.playerStates.slide);

        }
        if (Input.GetKeyUp(KeyCode.S))
        {
            playerCollider.size = new Vector2(0.6232159f, 1.004287f);
            playerCollider.offset = new Vector2(0.1357977f, -0.007138014f);

        }
      
            if (Input.GetKeyDown(KeyCode.L) && !Input.GetKey(KeyCode.S))
            {
                if (onStateChange != null)
                    if (GetComponent<Animator>().GetBool("falling") == true || jumpcount < 3)
                    {
                        onStateChange(PlayerStateController.playerStates.jump);
                        playerBody.AddForce(jumpforce);
                        jumpcount  ;
                    }
            }
       
        
    }
    void LateUpdate()
    {
        if (Input.GetKeyUp(KeyCode.S))
        {
            if (!GetComponent<Animator>().GetBool("falling"))
            {
                onStateChange(PlayerStateController.playerStates.run);
            }
        }
        if (Input.GetKeyUp(KeyCode.L))
        {
            if (!GetComponent<Animator>().GetBool("falling"))
            {
                // onStateChange(PlayerStateController.playerStates.run);
            }
        }
    }
}