unity3d 按下GetAxis Unity后集成刚体运动学

pod7payv  于 2022-11-25  发布在  其他
关注(0)|答案(1)|浏览(180)

当我按下其中一个轴时,我想集成刚体运动学,因为在我的代码中,当我的坦克移动后,它会继续移动一段时间,就像它是一个力一样。我试图添加它,如果它停止按下按钮,但它没有工作。
我试图在更新中添加它们,或者以布尔值的形式添加,但是我认为我在设置逻辑位置以便正确工作方面存在问题。
我想要的是当释放轴时激活对象的运动学。
非常感谢你的帮助

public class TankController : MonoBehaviour
{
    public int m_PlayerNumber = 1;              
    public float m_Speed = 12f;                
    public float m_TurnSpeed = 180f;            
    public AudioSource m_MovementAudio;         
    public float m_PitchRange = 0.2f;          
    private string m_MovementAxisName;          
    private string m_TurnAxisName;              
    private Rigidbody m_Rigidbody;              
    private float m_MovementInputValue;         
    private float m_TurnInputValue;            
    private float m_OriginalPitch;             
    private void Awake()
    {
        m_Rigidbody = GetComponent<Rigidbody>();
    }

    private void OnEnable()
    {
        // When the tank is turned on, make sure it's not kinematic.
        m_Rigidbody.isKinematic = false;

        // Also reset the input values.
        m_MovementInputValue = 0f;
        m_TurnInputValue = 0f;
    }

    private void OnDisable()
    {
        // When the tank is turned off, set it to kinematic so it stops moving.
        m_Rigidbody.isKinematic = true;
    }
    private void Start()
    {
        // The axes names are based on player number.
        m_MovementAxisName = "CarroV" ;
        m_TurnAxisName = "CarroH";

        // Store the original pitch of the audio source.
       
    }
    private void Update()
    {
        // Store the value of both input axes.
        m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
        m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
       
        EngineAudio();
    }
    private void FixedUpdate()
    {
        // Adjust the rigidbodies position and orientation in FixedUpdate.
      /*  if (Input.GetKey(KeyCode.Keypad8) || !Input.GetKey(KeyCode.Keypad2) || !Input.GetKey(KeyCode.Keypad4) || !Input.GetKey(KeyCode.Keypad6))
        {
            m_Rigidbody.isKinematic = true;
        }
        */
        Move();
        Turn();
        
    }

    private void Move()
    {
      
//m_Rigidbody.isKinematic = false;
            // Create a vector in the direction the tank is facing with a magnitude based on the input, speed and the time between frames.
            Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;

            // Apply this movement to the rigidbody's position.
            m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
            
        
     
    }

    private void Turn()
    {
        
           // m_Rigidbody.isKinematic = false;
            // Determine the number of degrees to be turned based on the input, speed and time between frames.
            float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;

            // Make this into a rotation in the y axis.
            Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);

            // Apply this rotation to the rigidbody's rotation.
            m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
           
        
      
        /*  else
          {
              m_Rigidbody.isKinematic = true;
          }*/
    }
}
`
ulmd4ohb

ulmd4ohb1#

当你设置isKinematic时,你告诉物理引擎不要对游戏对象施加力。
然而,你的对象仍然有 * 速度 *,你需要自己取消它。

if (Input.GetKey(KeyCode.Keypad8) || !Input.GetKey(KeyCode.Keypad2) || !Input.GetKey(KeyCode.Keypad4) || !Input.GetKey(KeyCode.Keypad6))
{
    m_Rigidbody.isKinematic = true;
    m_Rigidbody.velocity = Vector3.zero;
}

其他注意事项:

你使用物理引擎有什么原因吗?如果你想让它使用物理引擎,那么可以在RigidBody检查器中使用“拖动”来停止,或者在相反的方向施加一个力:

if (Input.GetKey(KeyCode.Keypad8) || !Input.GetKey(KeyCode.Keypad2) || !Input.GetKey(KeyCode.Keypad4) || !Input.GetKey(KeyCode.Keypad6))
{
    m_Rigidbody.AddForce(-m_Rigidbody.velocity * someScalingValue); // where someScalingValue is a float you choose
}

如果你在做物理,你应该试着把isKinematic保持在false
或者,* 不使用物理引擎 *,保持isKinematic设置为true,并移动变换。

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