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using UnityEngine; using System.Collections; public class PlayerController1 : MonoBehaviour { public GameObject circlePrefab; private GameObject currentCircle; private Vector3 targetPosition; private bool facingRight = true; /...

如果你想让角色在移动时播放行走动画,可以使用 Animator 组件来实现。以下是修改后的代码:

using UnityEngine;
using System.Collections;

public class PlayerController1 : MonoBehaviour
{
    public GameObject circlePrefab;
    private GameObject currentCircle;
    private Vector3 targetPosition;
    private bool facingRight = true;

    // 新增变量:限制角色移动范围
    public Rect moveRange;

    Coroutine currentCoroutine;

    // 新增变量:Animator 组件
    private Animator animator;

    void Start()
    {
        // 获取角色上的 Animator 组件
        animator = GetComponent<Animator>();
        // 初始状态为闲置动画
        animator.SetBool("IsWalking", false);
    }

    void Update()
    {
        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);

            switch (touch.phase)
            {
                case TouchPhase.Began:
                    if (IsTouchedOnPlayer(touch.position))
                    {
                        currentCircle = Instantiate(circlePrefab, transform.position, Quaternion.identity);
                        return;
                    }
                    break;

                case TouchPhase.Moved:
                    if (currentCircle != null)
                    {
                        Vector3 touchPos = Camera.main.ScreenToWorldPoint(touch.position);
                        touchPos.z = 0;
                        currentCircle.transform.position = touchPos;
                    }
                    break;

                case TouchPhase.Ended:
                    if (currentCircle != null)
                    {
                        HandleTouchEndedOrCanceled(touch);
                        Destroy(currentCircle);
                    }
                    break;

                case TouchPhase.Canceled:
                    break;
            }
        }

        // 检查当前是否在移动中
        bool isMoving = currentCoroutine != null && Vector3.Distance(transform.position, targetPosition) > 0.01f;
        animator.SetBool("IsWalking", isMoving);
    }

    private bool IsTouchedOnPlayer(Vector2 screenPosition)
    {
        Vector2 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
        Collider2D[] colliders = GetComponents<Collider2D>();
        foreach (var collider in colliders)
        {
            if (collider.OverlapPoint(worldPosition))
            {
                return true;
            }
        }
        return false;
    }

    void HandleTouchEndedOrCanceled(Touch touch)
    {
        if (!IsTouchedOnPlayer(touch.position))
        {
            Vector2 targetPos = Camera.main.ScreenToWorldPoint(touch.position);
            // 新增限制:将目标位置限制在 moveRange 范围内
            targetPosition.x = Mathf.Clamp(targetPos.x, moveRange.xMin, moveRange.xMax);
            targetPosition.y = Mathf.Clamp(targetPos.y, moveRange.yMin, moveRange.yMax);

            if (currentCoroutine != null)
                StopCoroutine(currentCoroutine);

            currentCoroutine = StartCoroutine(MoveToTarget());
        }
    }

    IEnumerator MoveToTarget()
    {
        float moveSpeed = 2.5f;
        float bufferDistance = 0.01f;
        Vector3 targetDirection;

        while (Vector3.Distance(transform.position, targetPosition) > bufferDistance)
        {
            if (transform.position == targetPosition)
                yield break;

            // 新增限制:检查角色是否超出了移动范围
            Vector3 clampedPos = transform.position;
            clampedPos.x = Mathf.Clamp(clampedPos.x, moveRange.xMin, moveRange.xMax);
            clampedPos.y = Mathf.Clamp(clampedPos.y, moveRange.yMin, moveRange.yMax);
            transform.position = clampedPos;

            targetDirection = (targetPosition - transform.position).normalized;

            if (targetDirection.x > 0 && !facingRight)
            {
                Flip();
            }
            else if (targetDirection.x < 0 && facingRight)
            {
                Flip();
            }

            if (Vector3.Distance(transform.position, targetPosition) < moveSpeed * Time.deltaTime)
            {
                transform.position = targetPosition;
                yield break;
            }

            transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);

            yield return null;
        }
    }

    void Flip()
    {
        facingRight = !facingRight;

        Vector3 scale = transform.localScale;
        scale.x *= -1;
        transform.localScale = scale;
    }
}

现在,当角色开始移动时,Animator 组件会自动切换为行走动画,并在停止移动后切换回闲置动画。

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