unity愤怒的小鸟day3
对小猪进行受伤、破坏操作的判断,引入与小鸟之间的相对速度的函数表示方式,还有对RpriteRenderer(sprite渲染器)的操作,小猪受伤时,更换图片,定义MaxSpeed和MinSpeed
逻辑思路如下:
引入碰撞检测函数:OnCollisiionEnter2D或者是OnTriggerEnter2D
collision.relativeVelocity.magnitude(碰撞相对速度的数值)与MaxSpeed和MinSpeed之间的关系比较
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pig1 : MonoBehaviour
{
public float MaxSpeed = 10;
public float MinSpeed = 5;
private SpriteRenderer pic;
public Sprite Hurt;
private void Awake()
{
pic = GetComponent<SpriteRenderer>();
}
private void OnCollisionEnter2D(Collision2D collision)//碰撞检测函数
{
//print(collision.relativeVelocity.magnitude);//碰撞相对速度的数值
if (collision.relativeVelocity.magnitude > MaxSpeed)//猪直接死掉
{
Destroy(gameObject);
}
else if (collision.relativeVelocity.magnitude < MaxSpeed && collision.relativeVelocity.magnitude > MinSpeed)
{
pic.sprite = Hurt;
}
}
/*private void OnTriggerEnter2D(Collider2D collision)
{
}*/
}