这个想法是当玩家走到地形的边缘时,他会停下来,不能继续下降。
在我的情况下,我希望物体在与不可见的墙壁碰撞时向前移动,物体会向后转动并移动到隐形墙壁的另一侧。
我后来读到的另一个问题是,如果物体移动得太快到不可见的墙壁上有一个让它们穿过的虫子?不确定。
这是显示隐形墙的屏幕截图。我创建了一个盒子对撞机,将Is Trigger设置为打开,并将500 600 500设置为与地形大小相同。
这是Invisible Walls的剧本:我把它附加到地形的脚本:
using UnityEngine;
using System.Collections;
public class InvisibleWalls : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerExit(Collider other)
{
}
}
这是创建太空船克隆它们并使它们向前移动的脚本。但当他们到达地形的边缘时,他们就出去了。我希望他们能够回到另一边。
此脚本附加到Spheres GameObject:
using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
public class SphereBuilder : MonoBehaviour
{
public GameObject SpaceShip;
GameObject[] spheres;
public float moveSpeed = 50;
// for tracking properties change
private Vector3 _extents;
private int _sphereCount;
private float _sphereSize;
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int SphereCount;
public float SphereSize;
private void Start()
{
spheres = GameObject.FindGameObjectsWithTag("MySphere");
}
private void OnValidate()
{
// prevent wrong values to be entered
Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
SphereCount = Mathf.Max(0, SphereCount);
SphereSize = Mathf.Max(0.0f, SphereSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
SphereCount = 100;
SphereSize = 20.0f;
}
private void Update()
{
UpdateSpheres();
MoveShips ();
}
private void MoveShips()
{
foreach (Transform child in spheres[0].transform)
{
child.transform.position += Vector3.forward * Time.deltaTime * moveSpeed;
}
}
private void UpdateSpheres()
{
if (Extents == _extents && SphereCount == _sphereCount && Mathf.Approximately(SphereSize, _sphereSize))
return;
// cleanup
var spheres = GameObject.FindGameObjectsWithTag("Sphere");
foreach (var t in spheres)
{
if (Application.isEditor)
{
DestroyImmediate(t);
}
else
{
Destroy(t);
}
}
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
for (var i = 0; i < SphereCount; i++)
{
var o = Instantiate(SpaceShip);
o.tag = "Sphere";
o.transform.SetParent(gameObject.transform);
o.transform.localScale = new Vector3(SphereSize, SphereSize, SphereSize);
// get random position
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y; // sphere altitude relative to terrain below
var z = Random.Range(-Extents.z, Extents.z);
// now send a ray down terrain to adjust Y according terrain below
var height = 10000.0f; // should be higher than highest terrain altitude
var origin = new Vector3(x, height, z);
var ray = new Ray(origin, Vector3.down);
RaycastHit hit;
var maxDistance = 20000.0f;
var nameToLayer = LayerMask.NameToLayer("Terrain");
var layerMask = 1 << nameToLayer;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
var distance = hit.distance;
y = height - distance + y; // adjust
}
else
{
Debug.LogWarning("Terrain not hit, using default height !");
}
// place !
o.transform.position = new Vector3(x, y, z);
}
_extents = Extents;
_sphereCount = SphereCount;
_sphereSize = SphereSize;
}
}
这是一个小型短片,展示太空船到达地形边缘时会发生什么:
更新我到目前为止所做的事情:
在脚本顶部添加:
public Terrain terrain;
private Vector3 boundLower;
private Vector3 boundUpper;
在启动功能中,我添加了:
private void Start()
{
spheres = GameObject.FindGameObjectsWithTag("MySphere");
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
boundLower = terrain.transform.position - terrain.transform.size / 2;
boundUpper = terrain.transform.position + terrain.transform.size / 2;
}
但两行都有错误:size属性不存在:
boundLower = terrain.transform.position - terrain.transform.size / 2;
boundUpper = terrain.transform.position + terrain.transform.size / 2;
并将MoveShips功能更改为:
private Vector3 direction = Vector3.forward;
private void MoveShips() {
foreach (var child in spheres) {
var pos = child.transform.position + direction * Time.deltaTime * moveSpeed;
pos.x = Mathf.Clamp(pos.x, boundLower.x, boundUpper.x);
pos.z = Mathf.Clamp(pos.z, boundLower.z, boundUpper.z);
if (pos.x == boundLower.x || pos.x == boundUpper.x) direction.x = - direction.x;
if (pos.z == boundLower.z || pos.z == boundUpper.z) direction.z = - direction.z;
child.transform.position = pos;
}
}
答案 0 :(得分:0)
我建议修改MoveShips()
将Vector3.forward
更改为变量,并在达到界限时将其翻转:
private Vector3 direction = Vector3.forward;
private void MoveShips() {
foreach (var child in spheres) {
var pos = child.transform.position + direction * Time.deltaTime * moveSpeed;
pos.x = Mathf.Clamp(pos.x, boundLower.x, boundUpper.x);
pos.z = Mathf.Clamp(pos.z, boundLower.z, boundUpper.z);
if (pos.x == boundLower.x || pos.x == boundUpper.x) direction.x = - direction.x;
if (pos.z == boundLower.z || pos.z == boundUpper.z) direction.z = - direction.z;
child.transform.position = pos;
}
}
这将消除对对象碰撞引擎的不必要依赖,以实现这么简单的事情。请注意,这是如何使所有在最远到达界限时改变方向。如果您希望它们单独移动,您需要将此逻辑移动到单独的脚本并将其附加到船舶预制件上。
边界(boundLower
和boundUpper
)可以在编辑器中设置为脚本变量,也可以从地形计算,如:
boundLower = terrain.transform.position - terrain.TerrainData.size / 2;
boundUpper = terrain.transform.position + terrain.TerrainData.size / 2;
我还建议移动它:
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
从Update()
进入Start()
,除非你在这个过程中做了一些非常时髦的事情。
答案 1 :(得分:-1)
让我们逐一解决你的问题:
问题:对象不会发生碰撞,为什么?
答案:物体不会与对撞机碰撞,只能从外部碰撞。
您需要的是4个盒子对撞机,地图的每个边缘都有一个
问题:我后来读到的另一个问题是,如果物体移动得太快到无形的墙壁,那么就会有一个让它们穿过的错误?不确定。
这只是物体以类似子弹的速度移动的问题,您可以编辑刚体以具有检测模式:“连续”或连续动态,这将避免此问题
脚本,我认为在这种情况下你不需要它们,你原来的想法很好,只是在整个地形上使用单个对撞机实现,而不是4个单独的“墙”对撞机,是问题。至于其余的逻辑,我没有尝试破译,因此我无法评论它。