向此刚体添加连续加速度,忽略其质量。
在某段持续时间内向每个 FixedUpdate 施加此加速度。与 ForceMode.Force 不同,无论质量差异如何,Acceleration 都将以相同方式移动每个刚体。 如果您只想直接控制某个对象的加速度,则此模式非常有用。 在此模式下,施加于此刚体的力参数的单位为:距离/时间 ^2。
using UnityEngine;
public class ForceModeExample : MonoBehaviour { //Use to switch between Force Modes enum ModeSwitching { Start, Acceleration }; ModeSwitching m_ModeSwitching;
Vector3 m_StartPos, m_StartForce; Vector3 m_NewForce; Rigidbody m_Rigidbody;
string m_ForceXString = string.Empty; string m_ForceYString = string.Empty;
float m_ForceX, m_ForceY; float m_Result;
void Start() { //You get the Rigidbody component you attach to the GameObject m_Rigidbody = GetComponent<Rigidbody>();
//This starts at first mode (nothing happening yet) m_ModeSwitching = ModeSwitching.Start;
//Initialising the force which is used on GameObject in various ways m_NewForce = new Vector3(-5.0f, 1.0f, 0.0f);
//Initialising floats m_ForceX = 0; m_ForceY = 0;
//The forces typed in from the text fields (the ones you can manipulate in Game view) m_ForceXString = "0"; m_ForceYString = "0";
//The GameObject's starting position and Rigidbody position m_StartPos = transform.position; m_StartForce = m_Rigidbody.transform.position; }
void FixedUpdate() { //If the current mode is not the starting mode (or the GameObject is not reset), the force can change if (m_ModeSwitching != ModeSwitching.Start) { //The force changes depending what you input into the text fields m_NewForce = new Vector3(m_ForceX, m_ForceY, 0); }
//Here, switching modes depend on button presses in the Game mode switch (m_ModeSwitching) { //This is the starting mode which resets the GameObject case ModeSwitching.Start: //This resets the GameObject and Rigidbody to their starting positions transform.position = m_StartPos; m_Rigidbody.transform.position = m_StartForce;
//This resets the velocity of the Rigidbody m_Rigidbody.velocity = new Vector3(0f, 0f, 0f); break;
//These are the modes ForceMode can force on a Rigidbody //This is Acceleration mode case ModeSwitching.Acceleration: //The function converts the text fields into floats and updates the Rigidbody’s force MakeCustomForce();
//Use Acceleration as the force on the Rigidbody m_Rigidbody.AddForce(m_NewForce, ForceMode.Acceleration); break; } }
//The function outputs buttons, text fields, and other interactable UI elements to the Scene in Game view void OnGUI() { //Getting the inputs from each text field and storing them as strings m_ForceXString = GUI.TextField(new Rect(300, 10, 200, 20), m_ForceXString, 25); m_ForceYString = GUI.TextField(new Rect(300, 30, 200, 20), m_ForceYString, 25);
//Press the button to reset the GameObject and Rigidbody if (GUI.Button(new Rect(100, 0, 150, 30), "Reset")) { //This switches to the start/reset case m_ModeSwitching = ModeSwitching.Start; }
//When you press the Acceleration button, switch to Acceleration mode if (GUI.Button(new Rect(100, 30, 150, 30), "Apply Acceleration")) { //Switch to Acceleration (apply acceleration force to GameObject) m_ModeSwitching = ModeSwitching.Acceleration; } }
//Changing strings to floats for the forces float ConvertToFloat(string Name) { float.TryParse(Name, out m_Result); return m_Result; }
//Set the converted float from the text fields as the forces to apply to the Rigidbody void MakeCustomForce() { //This converts the strings to floats m_ForceX = ConvertToFloat(m_ForceXString); m_ForceY = ConvertToFloat(m_ForceYString); } }