前文:https://blog.csdn.net/Jaihk662/article/details/86757037(Rigidbody物理类组件)
https://blog.csdn.net/Jaihk662/article/details/86754532(利用Transform组件移动物体)
一、控制物体移动与旋转
Input.GetAxis():高级移动控制,返回值正负代表方向
- Input.GetAxis(Mouse X):鼠标沿屏幕横向移动时触发
- Input.GetAxis(Mouse Y):鼠标沿屏幕纵向移动时触发
- Input.GetAxis(Mouse ScrollWheel):鼠标滚轮滚动时触发
- Input.GetAxis(Vertical):键盘按上下键时触发
- Input.GetAxis(Horizontal):键盘按左右键时触发
可以在下面设置Input标准
Rigidbody.MovePosition(position):物体移动到 position 处
Quaternion.Euler(x,y,z):返回一个绕x轴旋转x度再绕y轴旋转y度再绕z轴旋转z度的四元组,作用于 Vector3 的右乘操作
代码如下:挂在主角身上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TankMove : MonoBehaviour
{
private Rigidbody m_Rigidbody;
float m_MoveAxis, m_TurnAxis;
public float moveSpeed, turnSpeed;
void Start()
{
m_MoveAxis = m_TurnAxis = 0;
moveSpeed = 12; turnSpeed = 180;
m_Rigidbody = gameObject.GetComponent<Rigidbody>();
}
void Update()
{
m_MoveAxis = Input.GetAxis("Vertical"); /*检测垂直方向键*/
m_TurnAxis = Input.GetAxis("Horizontal"); /*检测水平方向键*/
}
void FixedUpdate()
{
Move();
Turn();
}
/// <summary>
/// 向前或向后移动
/// </summary>
void Move()
{
Vector3 moveChange = transform.forward * m_MoveAxis * Time.deltaTime * moveSpeed; /*移动增量,实际移动向量 = 以自身坐标系为方向的单位方向*键盘输入*两帧间隔*单位移动速度*/
m_Rigidbody.MovePosition(transform.position + moveChange);
}
/// <summary>
/// 旋转自身
/// </summary>
void Turn()
{
float Change = m_TurnAxis * Time.deltaTime * turnSpeed; /*速度增量,方法同上*/
Quaternion turnChange = Quaternion.Euler(0.0f, Change, 0.0f);
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnChange);
}
}
如果将变量设为公有,就可以在组件处调整变量的值/参数
二、刚体属性冻结
Freeze Position/Rotation:位置/旋转冻结,勾选后物体即使受到相应的力也不会改变其对应的值,用于防止物体飘动/弹飞等