假设我有两个对象:
我想击中 球朝着我正在看的方向,并给它逼真的物理,就像在现实生活中一样。
这是我到目前为止所做的(这或多或少只是为了测试,这就是代码看起来如此混乱的原因):
using UnityEngine;
using System.Collections;
public class KickScript : MonoBehaviour
{
public float bounceFactor = 0.9f; // Determines how the ball will be bouncing after landing. The value is [0..1]
public float forceFactor = 10f;
public float tMax = 5f; // Pressing time upper limit
private float kickForce; // Keeps time interval between button press and release
private Vector3 prevVelocity; // Keeps rigidbody velocity, calculated in FixedUpdate()
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if (hit.collider.name == "Ball") // Rename ball object to "Ball" in Inspector, or change name here
kickForce = Time.time;
}
}
}
void FixedUpdate()
{
if (kickForce != 0)
{
float angle = Random.Range(0, 20) * Mathf.Deg2Rad;
GetComponent<Rigidbody>().AddForce(new Vector3(0.0f, forceFactor * Mathf.Clamp(kickForce, 0.0f, tMax) * Mathf.Sin(angle), forceFactor * Mathf.Clamp(kickForce, 0.0f, tMax) * Mathf.Cos(angle)), ForceMode.VelocityChange);
kickForce = 0;
}
prevVelocity = GetComponent<Rigidbody>().velocity;
}
void OnCollisionEnter(Collision col)
{
if (col.gameObject.tag == "Ground") // Do not forget assign tag to the field
{
GetComponent<Rigidbody>().velocity = new Vector3(prevVelocity.x, -prevVelocity.y * Mathf.Clamp01(bounceFactor), prevVelocity.z);
}
}
}
出于某种原因,它只是朝着“z”方向前进。
答案 0 :(得分:0)
要获得所需的效果,您还必须在x方向上施加一些力。这可以通过将您施加力的线更改为
来完成Vector3 direction = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle));
Vector3 force = direction * forceFactor * Mathf.Clamp(kickForce, 0.0f, tMax);
GetComponent<Rigidbody>().AddForce(force, ForceMode.VelocityChange);
这样,您的角度就是围绕y轴的旋转,在该y轴上将施加力。您还必须确定y轴上球的一些向上力。在上面的代码片段中,我将其设置为0。