然后为Bullet添加Rigidbody 2D(刚体)、Box Collider 2D(碰撞器)、Script(脚本)。其中Rigidbody 2D(刚体)注意Gravity Scale(重力)设置为0,这样可以直线发射子弹,然后勾选掉Freeze Rotation(自由旋转)。Box Collider 2D(碰撞器)里面要勾选is Trigger(扳机),后面代码要用到OnTriggerEnter2D(和OnCollisionEnter2D的区别在...
//Fetch the Rigidbody from the GameObject with this script attached m_Rigidbody = GetComponent<Rigidbody>(); } void FixedUpdate() { //Store user input as a movement vector Vector3 m_Input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); //Apply the movement ...
Rigidbody2D.MoveRotation Other Versions Switch to Manual public void MoveRotation(float angle); Parameters angle The new rotation angle for the Rigidbody object. Description Rotates the rigidbody to angle (given in degrees). Rotates the rigidbody to the specified angle by calculating the ...
在相应的文件夹中右键,Create->C# Script 创建C# Script 创建MovementController脚本并打开: MovementController初始化内容 5.脚本内容 usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassMovementController:MonoBehaviour{publicRigidbody2D rBody;publicfloatspeed=1;// Start is called befo...
For more details on the operation of movement using these methods, see Rigidbody2D.MovePosition and Rigidbody2D.MoveRotation. public void MovePositionAndRotation (Vector2 position, Quaternion rotation); 参数 position The position to move the rigidbody to. rotation The rotation to move the rigidbody...
targetRigidbody.interpolation = savedInterpolationSetting;//设置刚体插值 } target = newTarget;//重新设置目标 if (target) { targetRigidbody = target.GetComponent (Rigidbody); if (targetRigidbody) { savedInterpolationSetting = targetRigidbody.interpolation; ...
[Header("跳跃")]publicfloatjumpForce =10.0f;privateboolisJumpPressed;privateRigidbody2D player_Rbody;privatefloatxVelocity;privatereadonlystringKey_Horizontal ="Horizontal";privatereadonlystringKey_Jump ="Jump";voidStart(){//获取玩家刚体和碰撞体player_Rbody = GetComponent<Rigidbody2D>(); ...
编写完之后,我们需要在生命周期函数中调用我们写的函数。这里需要注意的是,如果涉及到rigidbody的操作,要放到FixedUpdate中,官方所指示,这样可以更好的模拟物理效果.所以我们: voidFixedUpdate(){GroundMovement();} 还有一点就是对于人物的翻转,如果我们向左走,人物需要朝左;向右走要朝右,则可以: ...
关系很简单,m_PreviousPosition当前为位置(这个变量翻译的话是之前位置),加上下一个位置m_NextMovement,得出要到达的位置m_CurrentPosition。在通过m_Rigidbody2D.MovePosition实现移动。最后重置m_NextMovement。 m_NextMovement 则是在Move函数中加速。 而Move函数的调用是在PlayerCharacter中,再次提炼下代码。
在本教程中,您将了解几种类型的组件,包括Rigidbody组件,script组件等。 在本教程结束时,您的海军陆战队员将会开始行动并开枪! 如果您完成了上一个教程,请打开当前的Bobblehead Wars项目,以便从中断的地方继续学习。 目前,海军陆战队员只知道如何像雕像一样站立。 如果他要避免成为外星人的零食,他需要四处走动。