Unity Rigidbody组件

Unity 学习笔记汇总
Rigidbody官方API使用文档

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 update
    void Start()
    {
        
    }

    // Update is called once per frame
    void 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 update
    void Start()
    {
        
    }

    // Update is called once per frame
    void 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 update
    void Start()
    {

    }

    // Update is called once per frame
    void 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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转载自blog.csdn.net/COCO56/article/details/105145451
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