仅在上升时在轴上进行平滑的触摸运动?

Smooth touch movement on axis only while going up?

我是 Unity 和 c# 的新手。我正在为手机创建一个项目。我只想在 Jet 上升时通过左右触摸来移动 Jet Axis 位置

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

                 switch (touch.phase)
                 {
                    case TouchPhase.Began:
          if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
            {
                    //side to side movement
                     if (touch.position.x < Screen.width / 2)
                        rb.velocity = new Vector2(- 2f, transform.position.y);
                     if (touch.position.x > Screen.width / 2)
                        rb.velocity = new Vector2(+ 2f, transform.position.y);
                }
                   break;
                  case TouchPhase.Ended:
                      rb.velocity = new Vector2(0f, 0f);
                      break;
          }

喷气机有 Addforce,所以每当我左右触碰时,喷气机都会减速。

喷气代码:

switch (JetOn)
        {
            case true:
             StartCoroutine(BurnFuel());
             rb.AddForce(new Vector2(0f, JumpForce), ForceMode2D.Force);
                break;
            case false:
                rb.AddForce(new Vector2(0f, 0f), ForceMode2D.Force);
                break;
       }

您不应混合使用 AddForce 和手动分配给 velocity。直接分配给 velocity 会使 AddForce 行为不可预测,并且通常会导致它永远无法工作。

选择其中之一,并将其​​用于制作该帧所需的每个速度变化。

这是您的代码示例,仅分配给 velocity:

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

    switch (touch.phase)
    {
        case TouchPhase.Began:
            if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
            {
                //side to side movement
                if (touch.position.x < Screen.width / 2)
                    // I think you mean rb.velocity.y here instead of transform.position.y 
                    rb.velocity = new Vector2(- 2f, rb.velocity.y);
                if (touch.position.x > Screen.width / 2)
                    rb.velocity = new Vector2(+ 2f, rb.velocity.y);
            }
            break;
        case TouchPhase.Ended:
            rb.velocity = new Vector2(0f, 0f);
            break;
    }
}

...

switch (JetOn)
{
    case true:
        StartCoroutine(BurnFuel());
        rb.velocity += new Vector2(0f, JumpForce) / rb.mass;
        break;
    case false:
        // unnecessary but included for example purposes
        // rb.velocity += new Vector2(0f, 0f) / rb.mass;
        break;
}