“棒"碰撞后游戏对象到另一个游戏对象? [英] "Stick" gameObject to another gameObject after collision?
本文介绍了“棒"碰撞后游戏对象到另一个游戏对象?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
目前,我正在使用以下代码使对象粘在其他游戏对象上:
Currently, I am using the following code to make objects stick to other gameObjects:
void OnCollisionEnter(Collision col)
{
rb = GetComponent<Rigidbody>();
rb.isKinematic = true;
gameObject.transform.SetParent (col.gameObject.transform);
}
它运行良好,但会导致许多其他问题.例如,在碰撞后,它不能再检测到碰撞.
It works perfectly, but it causes many other problems. For example, after colliding, it can no longer detect collisions.
是否有人拥有此代码的替代方法(它使游戏对象在碰撞后粘在另一个游戏对象上)?
Does someone possess an alternative to this code (which makes a gameObject stick to another one after collision)?
推荐答案
这里是你的开始,请注意这不考虑轮换,我相信你会弄清楚的,对吧?;)
Here's a start for you, please note that this does not take into account rotation, that i'm sure you will be able to figure out, right? ;)
protected Transform stuckTo = null;
protected Vector3 offset = Vector3.zero;
public void LateUpdate()
{
if (stuckTo != null)
transform.position = stuckTo.position - offset;
}
void OnCollisionEnter(Collision col)
{
rb = GetComponent<Rigidbody>();
rb.isKinematic = true;
if(stuckTo == null
|| stuckTo != col.gameObject.transform)
offset = col.gameObject.transform.position - transform.position;
stuckTo = col.gameObject.transform;
}
正如所承诺的,这是一个考虑到轮换的更高级版本:
As promised, here is a more advanced version taking rotation into account:
Transform stuckTo;
Quaternion offset;
Quaternion look;
float distance;
public void LateUpdate()
{
if (stuckTo != null)
{
Vector3 dir = offset * stuckTo.forward;
transform.position = stuckTo.position - (dir * distance);
transform.rotation = stuckTo.rotation * look;
}
}
void OnCollisionEnter(Collision col)
{
rb = GetComponent<Rigidbody>();
rb.isKinematic = true;
if(stuckTo == null
|| stuckTo != col.gameObject.transform)
{
Vector3 diff = col.gameObject.transform.position - transform.position;
offset = Quaternion.FromToRotation (col.gameObject.transform.forward, diff.normalized);
look = Quaternion.FromToRotation (col.gameObject.transform.forward, transform.forward);
distance = diff.magnitude;
stuckTo = col.gameObject.transform;
}
}
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