3.20
Rigidbody
Constant Force
using UnityEngine;
using System.Collections;
public class AddForce : MonoBehaviour {
void FixedUpdate (){
if(Input.GetKeyDown(KeyCode.UpArrow)){ //当输入向上的按键时
GetComponent<Rigidbody>().AddForce(0,60,0); //给物体添加一个向上的力,这里用的是Unity5的写法,Unity4.x中一般用Rigidbody.AddForce()
}
}
/*
Rigidbody rb = GetComponent<Rigidbody> ();
if(Input.GetKeyDown(KeyCode.UpArrow)){
rb.AddForce(0,60,0); //添加力的另一种写法
}
*/
3.21
using UnityEngine;
using System.Collections;
public class AddForce : MonoBehaviour {
public float x_power = 100.0f;
public float y_power = 0.0f;
public float z_power = 0.0f; //给x,y,z轴添加变量的力
void FixedUpdate (){
if(Input.GetKeyDown(KeyCode.RightArrow)){
GetComponent().AddForce(x_power,y_power,z_power);
}
}
void OnCollisionEnter(Collision other){ //当物理碰撞进入时
Debug.Log (other.gameObject); //输出被碰撞的物体的名字
}
}
3.22
using UnityEngine;
using System.Collections;
public class CollisionTest : MonoBehaviour {
void OnCollisionEnter(Collision other){
Debug.Log ("碰撞进入");
}
void OnCollisionStay(Collision other){
Debug.Log ("碰撞持续");
}
void OnCollisionExit(Collision other){
Debug.Log ("碰撞出去");
}
} //输出物体的不同状态
using UnityEngine;
using System.Collections;
public class CollisionTest : MonoBehaviour {
void OnCollisionEnter(Collision other){ //当物体碰撞进入时
if (other.gameObject.name == "Cube") { //若被碰撞的物体是立方体
Destroy(other.gameObject); //则立方体消失
}
}
}
创建physic material,改变Bounciness,可以改变弹跳能力。
3.23
using UnityEngine;
using System.Collections;
public class TriggerTest : MonoBehaviour {
void OnTriggerEnter(Collider other){//加在被碰撞的物体上
Debug.Log ("碰撞持续");
Rigidbody rb = other.GetComponent<Rigidbody>();
rb.AddForce(Vector3.up * 20,ForceMode.Acceleration); //Acceleration指加速度
}
}
using UnityEngine;
using System.Collections;
public class AddForce : MonoBehaviour {
void OnMouseDown(){
GetComponent<Rigidbody> ().AddForce (-Vector3.forward * 500);
}
} //推拉门的一个效果,利用hinge joint