1.效应器
Point Effector 2D: 点效应器。进入区域,吸引或排斥物体
Area Effector 2D: 区域效应器,可以用来做马里奥的管道移动效果
Surface Effector 2D :表面效应器。实现传送带效果
PlatForm Effector 2D:平台效应器。实现2D游戏里面的台阶效果
2.控制移动
// Update is called once per frame void Update () { if (Input.GetKey(KeyCode.A)) { MoveLeft(); } if (Input.GetKey(KeyCode.D)) { MoveRight(); } if (Input.GetKeyDown(KeyCode.Space)) { Jump(); } } void MoveLeft() { var v = rgbd.velocity; v.x = -movespeed; rgbd.velocity = v; //gameObject.GetComponent<Rigidbody2D>().AddForce(Vector2.left * movespeed, ForceMode2D.Force); } void MoveRight() { var v = rgbd.velocity; v.x = movespeed; rgbd.velocity = v; //gameObject.GetComponent<Rigidbody2D>().AddForce(Vector2.right * movespeed, ForceMode2D.Force); } public void Jump() { if (isground) { gameObject.GetComponent<Rigidbody2D>().AddForce(Vector2.up * jumpspeed, ForceMode2D.Impulse); isground = false; } }
3.敌人来回移动
using System.Collections; using System.Collections.Generic; using UnityEngine; public class laihui : MonoBehaviour { public float movespeed=3.0f; private Vector2 currentposition; public float distnation=10.0f; private int face = 1; // Use this for initialization void Start () { currentposition = gameObject.transform.position; } // Update is called once per frame void Update () { if (face == 1) { gameObject.transform.Translate(Vector2.right * movespeed * Time.deltaTime); } if (face == 0) { gameObject.transform.Translate(Vector2.left * movespeed * Time.deltaTime); } if (gameObject.transform.position.x > currentposition.x+distnation) { face = 0; } if (gameObject.transform.position.x < currentposition.x) { face = 1; } } }