为什么播放器运动出错-Unity 3D C#

时间:2018-12-02 13:35:13

标签: c# unity3d

我的场景中有一个球,我想以恒定的速度向前移动它,所以我为球编写了以下代码:

public float speed = 100f;

    void FixedUpdate () {

        //rb.AddRelativeForce(Vector3.forward * speed * Time.deltaTime);
        transform.position += Vector3.forward * Time.deltaTime * speed;
        //rb.AddForce(0, 0, speed *Time.deltaTime);
        //rb.velocity = transform.forward * speed;
    }

注意:我已经尝试了您在注释(// ...)中看到的所有代码

问题是球有时会自身破坏,有时速度会降低,或者当球与其他物体碰撞时,它会以怪异的动作前进和后退!

这是完整的代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class PlayerMovement : MonoBehaviour {

    public AudioSource audioSource1;
    public AudioSource audioSource2;
    public Transform BallDestroyEffect;
    public ParticleSystem BallCollectEffect;
    public ParticleSystem SpeedEffect;
    public ParticleSystem FireWorksEffect;
    public GameObject FloatingTextPrefab;
    public GameObject ContinueButton;

    public Rigidbody rb;
    public float speed = 100f;
    private int count;
    public Text countText;
    public Text winText;
    bool gameStart;

    private void Start()
    {
        BallCollectEffect.Stop();
        FireWorksEffect.Stop();
        ContinueButton.SetActive(false);
        rb = GetComponent<Rigidbody>();

        count = 0;
        setcountText();
        winText.text = "";
        audioSource1 = GetComponent<AudioSource>();
        audioSource2 = GetComponent<AudioSource>();
    }

    void FixedUpdate () {

        //rb.AddRelativeForce(Vector3.forward * speed * Time.deltaTime);
        //transform.position += Vector3.forward * Time.deltaTime * speed;
        //rb.AddForce(0, 0, speed *Time.deltaTime);
        //rb.velocity = transform.forward * speed;
        rb.MovePosition(transform.position + transform.forward * speed);
    }

    void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.CompareTag ("Enemy"))
        {
            audioSource2.Play();
            SpeedEffect.Stop();
            rb.gameObject.SetActive(false);
            Instantiate(BallDestroyEffect, transform.position, transform.rotation);
            FindObjectOfType<GameManager>().EndGame();

        }
        if (collision.gameObject.CompareTag("End"))
        {
            ContinueButton.SetActive(true);
            winText.text = "Level Completed!";
            SpeedEffect.Stop();
            FireWorksEffect.Play();
        }
        if(collision.gameObject.CompareTag("Glass"))
        {
            audioSource1.Play();
            count = count + 3;
            setcountText();
            BallCollectEffect.Play();
            if (FloatingTextPrefab)
            {
                ShowFloatingText();
            }
        }
    }

    void ShowFloatingText()
    {
        Instantiate(FloatingTextPrefab, transform.position, Quaternion.identity, transform);
    }


    void setcountText ()  {
        countText.text = count.ToString();
    }
}

您对此有何建议?

1 个答案:

答案 0 :(得分:1)

Rigidbody.MovePosition()

  

如果要在每个FixedUpdate中连续移动刚体,则应使用此

     

改为设置export_config.yaml如果要将刚体从一个位置传送到另一个位置,而不会渲染中间位置。

请注意这两个句子的区别。