[英]Using RigidBody2D in Unity
My buddy and I recently teamed up to create a top-view space shooting game, like asteroids.我和我的小伙伴最近联手打造了一款俯视太空射击游戏,就像小行星一样。 We've watched a lot of tutorials, and we've managed to work with translate.Transform()
and get our object to move.我们看过很多教程,我们已经设法使用translate.Transform()
并让我们的对象移动。
Now we want to apply force to our ship using RigidBody2D
:现在我们想使用RigidBody2D
对我们的船施加力:
Here is a screenshot of our Unity window:这是我们 Unity 窗口的屏幕截图:
As seen in the screenshot above, we made a Player Ship prefab with a spaceship sprite, a circle collider, a rigidbody 2D and a PlayerThrust script.如上面的屏幕截图所示,我们制作了一个带有飞船精灵、圆形碰撞器、刚体 2D 和 PlayerThrust 脚本的 Player Ship 预制件。
In Thrust.cs
:在Thrust.cs
:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Thrust : MonoBehaviour
{
// Thrust script components
public Rigidbody2D rigidBody; // GameObject's Rigidbody2D component
public float thrustAmount; // amount of thrust applied to be defined in unity
private float thrustInput; // float variable to keep track of user input of the 'up' arrow key/'up' axis tilt on joystick
// Start is called before the first frame update
void Start() {}
// Update is called once per frame
void Update()
{
// handle input
thrustInput = Input.GetAxis("Vertical"); // float ranging from -1.0 to +1.0
// Debug
Debug.Log(Vector2.up * thrustInput * thrustAmount);
}
// Fixed Update is called every fixed framerate frame
// use for physics
void FixedUpdate() {
// only accelerate forward
if (thrustInput > 0)
{
// Apply thrust in direction ship is facing
rigidBody.AddRelativeForce(transform.up * thrustInput * thrustAmount);
}
}
}
Why doesn't the ship move?为什么船不动?
Debug.Log(Vector2.up * thrustInput * thrustAmount);
outputs a number which makes sense, it goes up to the thrust amount when the ↑ button is pressed, and goes back to 0.0 when the button is released.输出一个有意义的数字,当按下↑按钮时它会上升到推力量,并在释放按钮时返回到 0.0。
Here's a test to see what is going on.这是一个测试,看看发生了什么。 2 scripts. 2个脚本。 One will spawn a ship (A cube), and the other will use thrusters.一个将产生一艘船(一个立方体),另一个将使用推进器。 Hold down the up key a bit to engage the thrusters, as the cube falls quickly.按住向上键一点以接合推进器,因为立方体快速下落。
This should work on at least Unity 5.6 up to 2020.这应该至少适用于 Unity 5.6 到 2020 年。
#1 - #1 -
Create a new blank scene.创建一个新的空白场景。 Make sure you're in 2D view.确保您处于 2D 视图中。 Don't change anything.不要改变任何东西。 Add this script to the camera (All it does is spawn an object):将此脚本添加到相机(它所做的只是生成一个对象):
using System.Collections;
using UnityEngine;
public class SpawnShipTest : MonoBehaviour
{
private void Start()
{
//Create a new scene, put this script on your camera.
StartCoroutine(SpawnTestObject());
}
IEnumerator SpawnTestObject()
{
//Spawn object
var go = GameObject.CreatePrimitive(PrimitiveType.Cube);
var col = go.GetComponent<BoxCollider>();
Component.Destroy(col);
yield return new WaitForSeconds(.2f);
go.transform.position = new Vector3(0f, 0f, -2f);
go.AddComponent<ShipThrustTest>();
go.AddComponent<Rigidbody2D>();
}
}
#2 - #2 -
Add this script in your projects folder somewhere (then press play, and view the Game Window):将此脚本添加到您的项目文件夹中的某处(然后按播放,并查看游戏窗口):
using UnityEngine;
public class ShipThrustTest: MonoBehaviour
{
// Thrust script components
public Rigidbody2D rigidBody;
public float thrustAmount; // amount of thrust applied to be defined in unity
private float thrustInput; // float variable to keep track of user input of the 'up' arrow key/'up' axis tilt on joystick
void Start()
{
rigidBody = GetComponent<Rigidbody2D>();
thrustAmount = 10f;
}
void Update()
{
thrustInput = Input.GetAxis("Vertical");
}
void FixedUpdate()
{
if (thrustInput > 0)
{
rigidBody.AddRelativeForce(transform.up * thrustInput * thrustAmount * 2f, ForceMode2D.Force);
}
}
}
Thanks for the help.谢谢您的帮助。
The main thing that was wrong was that we were using Rigidbody2D
with 3-D objects, and not simply Rigidbody
...we got confused by the fact that the game was a "2-D" game, even though our assets were 3 dimensional.主要的错误是我们将Rigidbody2D
与 3-D 对象一起使用,而不仅仅是Rigidbody
...我们对游戏是“2-D”游戏这一事实感到困惑,即使我们的资产是 3 维的.
We also never thought about using rigidBody = GetComponent<Rigidbody2D>();
我们也从未想过使用rigidBody = GetComponent<Rigidbody2D>();
or using the parameter , ForceMode2D.Force
.或使用参数, ForceMode2D.Force
。 Those were really good tips.这些都是很好的提示。 Great test scripts @Kale_Surfer_Dude !很棒的测试脚本@Kale_Surfer_Dude!
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.