time; Fire(); } } else { isMouseDown = false; } } void Fire() { // 在这里实现每次触发的逻辑 // 创建新的子弹,每次都是从模板bullet复制一个出来 GameObject newBullet = Object.Instantiate(bullet); } } 我们新增了一个public的GameObject成员叫bu
currentCube = ObjectPool.Instance.GetObject(); currentCube.transform.position = spawnPos; currentCube.SetActive(true); Rigidbody rb = currentCube.GetComponent<Rigidbody>(); rb.velocity = Vector3.zero; rb.useGravity = true; lastCubePosition = currentCube.transform.position; cubesList.Add(currentCu...
为新对象添加刚体组件: 单击 Add Component 按钮,然后开始在搜索栏中键入“Rigidbody”并添加;禁用 Use Gravity 复选框,启用 Is Kinematic 复选框。 禁用 Use Gravity 将使病菌漂浮,而启用 Is Kinematic 会阻止子弹(或其他任何对象)使病菌四处移动。 注意:启用 Is Kinematic,则刚体对象将不会被物理引擎驱动,只能...
UnityAPI.Rigidbody刚体(Yanlz+Unity+API+Rigidbody+isKinematic+useGravity+AddForce+MovePosition+立钻哥哥+..) 哥哥:Rigidbody.velocity速度; publicVector3velocity; ++Description描述 ++++立钻哥哥:刚体的速度向量; ++++在大多数情况下,不应该...,这就置于了Unity的物理引擎下使其运动; --即使没有添加任何代...
注意:Snap不需要使用Gravity或Sensitivity 18.OnMouseDown (如何检测碰撞体或GUI元素上的鼠标点击) OnMouseDown及其相关函数可检测对碰撞体或GUI文本元素的点击。 MouseClick代码: using UnityEngine; using System.Collections; public class MouseClick : MonoBehaviour { void OnMouseDown () { rigidbody.AddForce(-tra...
Linear Movement Things need to be able to move. If this is a top-down game, gravity typically isn’t important. If it’s a platformer, gravity is exceedingly important. In either case, object collision detection is critical. Here are the basic rules. A Rigidbody2D or RigidBody (used for...
组件是在游戏对象(Game Object)中的实现某些功能的集合 无论是模型、 GUI、灯光还是摄像机,所有游戏对象本质上都是一个空对象挂载了不同类别的组件,从而让该游戏对象拥有不同的功能。 简单说一下Unity开发的框架:项目—>场景—>游戏对象—>组件—>属性 ...
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to use a Rigidbody if your character needs to be able to change orientation in space (for example under a changing gravity). However, be aware that tuning a Rigidbody to feel right for a character is hard due to the unphysical way in which game characters are expected to behave. ...
[SerializeField] private float m_StickToGroundForce; //重力 [SerializeField] private float m_GravityMultiplier; //视角控制脚本 [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; //FovKick脚本 [SerializeField] private FOVKick m_FovKick = new FOVKick(); [...