Unity Rigidbody组件

Unity 学习笔记汇总
Rigidbody官方API使用文档

文章目录

  • 1. 碰撞器1
    • 1.1. 前台
    • 1.2. 代码
    • 1.3. 结果
  • 2. 碰撞器2
  • 3. 碰撞器3
    • 3.1. 前台
    • 3.2. 代码
    • 3.3. 结果

1. 碰撞器1

1.1. 前台

  • 创建GameObject\3D Object\CubeGameObject\3D Object\SphereGameObject\3D Object\Plane
  • CubeSphere添加Component\Physics\Rigidbody
  • 将C#脚本挂载到Cube

在这里插入图片描述

1.2. 代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class NewBehaviourScript : MonoBehaviour
{// Start is called before the first frame updatevoid Start(){}// Update is called once per framevoid Update(){}void OnCollisionEnter(Collision collision){Debug.Log("检测到了碰撞");}void OnCollisionStay(Collision collision){Debug.Log("碰撞停留");}void OnCollisionExit(Collision collision){Debug.Log("碰撞结束");}
}

1.3. 结果

在控制台上会实时输出碰撞状态。

2. 碰撞器2

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class NewBehaviourScript : MonoBehaviour
{// Start is called before the first frame updatevoid Start(){}// Update is called once per framevoid Update(){}void OnCollisionEnter(Collision collision){Debug.Log("检测到了碰撞");//collision: 指的是身上没有该函数脚本的那个物体Debug.Log(collision.gameObject.name);Destroy(collision.gameObject);  //销毁的是未挂载当前脚本的物体Destroy(gameObject);  //销毁的是挂载当前脚本的物体}void OnCollisionStay(Collision collision){//Debug.Log("碰撞停留");}void OnCollisionExit(Collision collision){Debug.Log("碰撞结束");}
}

3. 碰撞器3

3.1. 前台

创建一个Capsule的预制体,并与脚本中的变量进行绑定
在这里插入图片描述

3.2. 代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class NewBehaviourScript : MonoBehaviour
{public GameObject contractPrefab;GameObject clone;// Start is called before the first frame updatevoid Start(){}// Update is called once per framevoid Update(){}void OnCollisionEnter(Collision collision){//Debug.Log("检测到了碰撞");collision: 指的是身上没有该函数脚本的那个物体//Debug.Log(collision.gameObject.name);//Destroy(collision.gameObject);  //销毁的是未挂载当前脚本的物体//Destroy(gameObject);  //销毁的是挂载当前脚本的物体ContactPoint[] points = collision.contacts;if (clone == null){clone = Instantiate(contractPrefab, points[0].point,contractPrefab.transform.rotation) as GameObject;}else{Destroy(clone.gameObject, 0.5f);//clone = Instantiate(contractPrefab, points[0].point,//                                contractPrefab.transform.rotation) as GameObject;}}void OnCollisionStay(Collision collision){//Debug.Log("碰撞停留");}void OnCollisionExit(Collision collision){Debug.Log("碰撞结束");}
}

3.3. 结果

Sphere发生碰撞后,会生成一个Capsule的预制体


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