物体也能正常移动

if (Input.GetKeyDown(kcode))
{
ChangeKeyPressState(kcode, true);
}
if (Input.GetKeyUp(kcode))
{
ChangeKeyPressState(kcode, false);
}
}
}
//记录按键的按压状态
void ChangeKeyPressState(KeyCode keycode, bool isPress)
{
switch (keycode)
{
case INPUT_UP:
isUpPress = isPress;
break;
case INPUT_DOWN:
isDownPress = isPress;
break;
case INPUT_LEFT:
isLeftPress = isPress;
break;
case INPUT_RIGHT:
isRightPress = isPress;
break;
}
}
//确定移动方向
void CheckMoveDir()
{
//确定方向
if (isUpPress && isLeftPress)
{
moveDir = MoveDir.UL;
}
else if (isUpPress && isRightPress)
{
moveDir = MoveDir.UR;
}
else if (isDownPress && isLeftPress)
{
moveDir = MoveDir.DL;
}
else if (isDownPress && isRightPress)
{
moveDir = MoveDir.DR;
}
else if (isUpPress)
{
moveDir = MoveDir.Up;
}
else if (isDownPress)
{
moveDir = MoveDir.Down;
}
else if (isLeftPress)
{
moveDir = MoveDir.Left;
}
else if (isRightPress)
{
moveDir = MoveDir.Right;
}
else
{
moveDir = MoveDir.None;
}
}
//检测是否可以移动
void CheckMove()
{
//某些情况下可能禁止移动 例如暂停 播放GC等
if (canMove && moveDir != MoveDir.None)
{
PlayerMove(target, speed);
}
}
//移动
void PlayerMove(Transform target, float speed)
{
move_dis = speed * Time.deltaTime * GetSpeedDir();
target.position += move_dis;
}
//速度向量
Vector3 GetSpeedDir(http://www.my516.com/heimitao/)
{
switch (moveDir)
{
case MoveDir.Up:
move_speed_dir = MOVE_UP;
break;
case MoveDir.Down:
move_speed_dir = -MOVE_UP;
break;
case MoveDir.Left:
move_speed_dir = -MOVE_RIGHT;
break;
case MoveDir.Right:
move_speed_dir = MOVE_RIGHT;
break;
case MoveDir.UL:
move_speed_dir = MOVE_UP - MOVE_RIGHT;
break;
case MoveDir.UR:
move_speed_dir = MOVE_UP + MOVE_RIGHT;
break;
case MoveDir.DL:
move_speed_dir = -MOVE_UP - MOVE_RIGHT;
break;
case MoveDir.DR:
move_speed_dir = -MOVE_UP + MOVE_RIGHT;
break;
}
return move_speed_dir.normalized;
}

}
--------------------- 

posted @ 2019-07-31 17:27  水至清明  阅读(221)  评论(0编辑  收藏  举报