这是我的代码吗,有人知道吗,或者谁能发现为什么我的弹丸生成后为何保持静止?弹丸是预制壳,谢谢您的事先帮助。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TankBehaviour : MonoBehaviour
{
public GameObject shellPrefab;
public Transform fireTransform;
private bool isFired = false;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
float x = Input.GetAxis("Horizontal");
float y = Input.GetAxis("Vertical");
transform.position += transform.forward * y;
transform.Rotate(0, x, 0);
if (Input.GetKeyUp(KeyCode.Space) && !isFired)
{
Debug.Log("fire!");
Fire();
}
}
void Fire()
{
//isFired = true;
GameObject shellInstance = Instantiate(shellPrefab,
fireTransform.position,
fireTransform.rotation) as GameObject;
if (shellInstance)
{
shellInstance.tag = "Shell";
Rigidbody shellRB = shellInstance.GetComponent<Rigidbody>();
shellRB.velocity = 15.0f * fireTransform.forward;
Debug.Log("velocity");
}
}
}
答案 0 :(得分:2)
通常也不建议设置刚体的速度,但是可以使用Rigidbody.AddForce()
方法向刚体施加力。如果只想在开始时添加力,则可以在函数中将力模式设置为脉冲,例如rb.AddForce(Vector3.forward, ForceMode2D.Impulse);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TankBehaviour : MonoBehaviour
{
public GameObject shellPrefab;
public Transform fireTransform;
private bool isFired = false;
public float bulletSpeed;
void Update()
{
float x = Input.GetAxis("Horizontal");
float y = Input.GetAxis("Vertical");
transform.position += transform.forward * y;
transform.Rotate(0, x, 0);
if (Input.GetKeyUp(KeyCode.Space) && !isFired)
{
Debug.Log("fire!");
Fire();
}
}
void Fire()
{
//isFired = true;
GameObject shellInstance = Instantiate(shellPrefab, fireTransform.position, fireTransform.rotation) as GameObject;
if (shellInstance)
{
shellInstance.tag = "Shell";
Rigidbody shellRB = shellInstance.GetComponent<Rigidbody>();
shellRB.AddForce(15f * transform.forward, ForceMode.Impulse);
Debug.Log("velocity");
}
}
}
希望这会有所帮助!