如何统一Ridigbody2D?

时间:2015-09-01 05:54:55

标签: c# unity3d pause

我想知道如何暂停刚体2D并恢复它。我尝试了许多不同的方法,但都没有。我认为主要的问题是,当游戏暂停时,我的rigidbody2D将会移动,所以我需要能够暂停刚体2D,并且当取消暂停时,刚体2D应该像以前一样继续移动。

这是我到目前为止的代码:

using UnityEngine;
using System.Collections;

public class Pause : MonoBehaviour {


    private Rigidbody _rigidBody;
    void Awake () 
    {
        _rigidBody = Ball.GetComponent<Rigidbody>();
    }

    private Vector3 _pausedVelocity;
    private Vector3 _pausedAngularVelocity;

    public void OnMouseEnter() 
    {
        Debug.Log("Pause with velocity=" + _rigidBody.velocity + " & angularVelocity=" + _rigidBody.angularVelocity);
        _pausedVelocity = _rigidBody.velocity;
        _pausedAngularVelocity = _rigidBody.angularVelocity;
        _rigidBody.isKinematic = true;
    }

    public void OnMouseExit() 
    {
        _rigidBody.isKinematic = false;
        _rigidBody.velocity = _pausedVelocity;
        _rigidBody.angularVelocity = _pausedAngularVelocity;
        Debug.Log("Resume with velocity=" + _rigidBody.velocity + " & angularVelocity=" + _rigidBody.angularVelocity);
    }
}

基本上这个代码附加到一个带有collision2D组件的空,当鼠标悬停在它上面时,它会打印暂停,当鼠标移开时,它会打印播放。所以一切正常,我只需要弄清楚如何暂停刚体2D!

提前致谢!

1 个答案:

答案 0 :(得分:2)

如果你想暂停所有游戏对象你可以将Time.timeScale设置为0

如果你想暂停一个游戏对象,请暂停存储速度和角速度并将Rigidbody.isKinematic设置为true,然后在Resume上恢复原始值。

public class PausableRigidbody : MonoBehaviour {

    private Rigidbody _rigidBody;
    void Awake () 
    {
        _rigidBody = this.GetComponent<Rigidbody>();
    }

    private Vector3 _pausedVelocity;
    private Vector3 _pausedAngularVelocity;

    public void Pause() 
    {
        Debug.Log("Pause with velocity=" + _rigidBody.velocity + " & angularVelocity=" + _rigidBody.angularVelocity);
        _pausedVelocity = _rigidBody.velocity;
        _pausedAngularVelocity = _rigidBody.angularVelocity;
        _rigidBody.isKinematic = true;
    }

    public void Resume() 
    {
        _rigidBody.isKinematic = false;
        _rigidBody.velocity = _pausedVelocity;
        _rigidBody.angularVelocity = _pausedAngularVelocity;
        Debug.Log("Resume with velocity=" + _rigidBody.velocity + " & angularVelocity=" + _rigidBody.angularVelocity);
    }
}

更新1

PausableRigidbody实例可以通过SerializeField上的引用来调用,可以通过在Unity Inspector中选择PausingView来填充,并使用脚本拖动球{{1}进入Inspector,看起来像这样:

Unity Editor PausingView with serialized field PausableRigidbody

PausableRigidbody