我有2个物体没有Rigidbody而右边是Rigidbody(运动学=假)。我可以通过左边一个和右边一个我可以移动。如何使角色不通过并移动对象?
没有Rigidbody
使用Rigidbody
字符
using System.Collections;
using UnityEngine;
public class Person_controller : MonoBehaviour {
public float rotationPeriod = 0.3f;
public float sideLength = 1f;
bool isRotate = false;
float directionX = 0;
float directionZ = 0;
Vector3 startPos;
float rotationTime = 0;
float radius;
Quaternion fromRotation;
Quaternion toRotation;
void Start () {
radius = sideLength * Mathf.Sqrt (2f) / 2f;
}
void Update () {
float x = 0;
float y = 0;
x = Input.GetAxisRaw ("Horizontal");
if (x == 0) {
y = Input.GetAxisRaw ("Vertical");
}
if ((x != 0 || y != 0) && !isRotate) {
directionX = y;
directionZ = x;
startPos = transform.position;
fromRotation = transform.rotation;
transform.Rotate (directionZ * 90, 0, directionX * 90, Space.World);
toRotation = transform.rotation;
transform.rotation = fromRotation;
rotationTime = 0;
isRotate = true;
}
}
void FixedUpdate() {
if (isRotate) {
rotationTime += Time.fixedDeltaTime;
float ratio = Mathf.Lerp(0, 1, rotationTime / rotationPeriod);
float thetaRad = Mathf.Lerp(0, Mathf.PI / 2f, ratio);
float distanceX = (-directionX * radius * (Mathf.Cos (45f * Mathf.Deg2Rad) - Mathf.Cos (45f * Mathf.Deg2Rad + thetaRad)))*sideLength;
float distanceY = radius * (Mathf.Sin(45f * Mathf.Deg2Rad + thetaRad) - Mathf.Sin (45f * Mathf.Deg2Rad));
float distanceZ = directionZ * radius * (Mathf.Cos (45f * Mathf.Deg2Rad) - Mathf.Cos (45f * Mathf.Deg2Rad + thetaRad));
transform.position = new Vector3(startPos.x + distanceX, startPos.y + distanceY, startPos.z + distanceZ);
transform.rotation = Quaternion.Lerp(fromRotation, toRotation, ratio);
if (ratio == 1) {
isRotate = false;
directionX = 0;
directionZ = 0;
rotationTime = 0;
}
}
}
}
答案 0 :(得分:0)
如果启用了isKinematic,则力,碰撞或关节不再影响刚体。通过改变transform.position
,刚体将完全控制动画或脚本控制