public void OnCollisionEnter(Collision collision)
{
if (collision.collider.tag == "Wall")//墙
{
ContactPoint contact = collision.contacts[0];
Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
Vector3 pos1 = contact.point;
Vector3 m_forceHit1 = new Vector3(-pos1.normalized.x, -pos1.normalized.y, -pos1.normalized.z) * 40;
rigidbody.AddForce(m_forceHit1, ForceMode.Force);
Debug.Log("最后添加的力是" + m_forceHit1);
Debug.Log("碰撞之后的位置是" + pos1);
}
}