我有一名玩家能够携带枪支物品进入" 2.5D平台射击游戏"游戏,但我现在遇到的问题是,每当我让玩家抓住物体(它有一个刚体)并压在墙上时,物体就会穿过墙壁。请帮助团结粉丝。
这个代码我在下面用来携带物品。
#pragma strict
var catchRange = 30.0;
var holdDistance = 4.0;
var minForce = 1000;
var maxForce = 10000;
var forceChargePerSec = 3000;
var layerMask : LayerMask = -1;
@HideInInspector
var anim : Animator;
enum GravityGunState { Free, Catch, Occupied, Charge, Release};
private var gravityGunState : GravityGunState = 0;
private var rigid : Rigidbody = null;
private var currentForce = minForce;
function FixedUpdate()
{
if(gravityGunState == GravityGunState.Free)
{
if(Input.GetButton("Fire1"))
{ anim.SetBool("Shoot", true);
var hit : RaycastHit;
if(Physics.Raycast(transform.position, transform.forward, hit, catchRange, layerMask))
{
if(hit.rigidbody)
{
rigid = hit.rigidbody;
gravityGunState = GravityGunState.Catch;
}
}
}else if(!hit.rigidbody){anim.SetBool("Shoot", false);}
}
else if(gravityGunState == GravityGunState.Catch)
{
rigid.useGravity = false;
rigid.MovePosition(transform.position + transform.forward * holdDistance);
if(!Input.GetButton("Fire1"))
gravityGunState = GravityGunState.Occupied;
}
else if(gravityGunState == GravityGunState.Occupied)
{
if(Physics.Raycast(transform.position, transform.forward, hit, catchRange, layerMask)){
Debug.DrawLine (transform.position, hit.point, Color.red);
}
rigid.MovePosition(transform.position + transform.forward * holdDistance);
if(Input.GetButton("Fire1"))
gravityGunState = GravityGunState.Charge;
}
else if(gravityGunState == GravityGunState.Charge)
{
rigid.MovePosition(transform.position + transform.forward * holdDistance);
if(currentForce < maxForce)
{
currentForce += forceChargePerSec * Time.deltaTime;
}
else
{
currentForce = maxForce;
}
if(!Input.GetButton("Fire1"))
gravityGunState = GravityGunState.Release;
rigid.useGravity = true;
}
else if(gravityGunState == GravityGunState.Release)
{
rigid.AddForce(transform.forward * currentForce);
currentForce = minForce;
gravityGunState = GravityGunState.Free;
}
}
@script ExecuteInEditMode()
答案 0 :(得分:1)
将对撞机添加到 gameObjects 会阻止对象相互移动,如果它已经有对撞机并且正在通过检查您的设置,如下所示
Rigidbody 是Kinamatic :False,是Triggger :false
将刚体的碰撞检测设置为连续或连续动态
有时对于快速移动的游戏对象,在这些场景中你不能检测到碰撞,你可以使用 Raycasting 进行碰撞检测,这是使用光线投射进行碰撞检测的DontGoThrough脚本
using UnityEngine;
using System.Collections;
public class DontGoThroughThings : MonoBehaviour
{
public LayerMask layerMask; //make sure we aren't in this layer
public float skinWidth = 0.1f; //probably doesn't need to be changed
private float minimumExtent;
private float partialExtent;
private float sqrMinimumExtent;
private Vector3 previousPosition;
private Rigidbody myRigidbody;
//initialize values
void Awake()
{
myRigidbody = rigidbody;
previousPosition = myRigidbody.position;
minimumExtent = Mathf.Min(Mathf.Min(collider.bounds.extents.x, collider.bounds.extents.y), collider.bounds.extents.z);
partialExtent = minimumExtent * (1.0f - skinWidth);
sqrMinimumExtent = minimumExtent * minimumExtent;
}
void FixedUpdate()
{
//have we moved more than our minimum extent?
Vector3 movementThisStep = myRigidbody.position - previousPosition;
float movementSqrMagnitude = movementThisStep.sqrMagnitude;
if (movementSqrMagnitude > sqrMinimumExtent)
{
float movementMagnitude = Mathf.Sqrt(movementSqrMagnitude);
RaycastHit hitInfo;
//check for obstructions we might have missed
if (Physics.Raycast(previousPosition, movementThisStep, out hitInfo, movementMagnitude, layerMask.value))
myRigidbody.position = hitInfo.point - (movementThisStep/movementMagnitude)*partialExtent;
}
previousPosition = myRigidbody.position;
}
}