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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovingPlatform : MonoBehaviour
{
// Start is called before the first frame update
public float speed;
public float waitTime;
public Transform[] movePos;
private int i;
private float waittime;
private Transform playerDefTransform;
void Start()
{
i = 1;
playerDefTransform = GameObject.FindGameObjectWithTag("Player").transform.parent;
}
// Update is called once per frame
void Update()
{
// 悬浮地面向坐标i移动,若当前的坐标已到达i坐标且等待时间为0(不为0则减到0为止),则改变i的值,使其移动到下一个坐标,并且将等待时间重新赋值。
// 所移动的坐标列表只能为两个值
transform.position = Vector2.MoveTowards(transform.position, movePos[i].position, speed * Time.deltaTime);
// Vector2.Distance(a,b); = a与b之间的距离
if (Vector2.Distance(transform.position,movePos[i].position)<0.1f)
{
if ( waittime < 0.0f)
{
if (i==0)
{
i = 1;
}
else
{
i = 0;
}
waittime = waitTime;
}
}
else
{
waittime -= Time.deltaTime;
}
}
// 当移动平台与标签为“Player”的Game-object的“Boxcollider2D”发生碰撞时,将Game-object的坐标设置为移动平台的子对象,使其一同移动
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player")&&other.GetType().ToString() == "UnityEngine.BoxCollider2D")
{
other.gameObject.transform.parent = gameObject.transform;
}
}
// 停止触发器
void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Player") && other.GetType().ToString() == "UnityEngine.BoxCollider2D")
{
other.gameObject.transform.parent = playerDefTransform;
}
}
}
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回到unity编辑器页面将改脚本文件挂载到对应的Game-object上,给予脚本必须的值即可。