charactercontroller.oncontrollercolliderhit 控制碰撞器碰撞

2015-1-4 11:17| 发布者: 杨炎| 查看: 4233| 评论: 0|原作者: 蛮牛|来自: yzc88亚洲城脚本manual

摘要: charactercontroller.oncontrollercolliderhit 控制碰撞器碰撞functiononcontrollercolliderhit(hit:controllercolliderhit) : voiddescription描述oncontrollercolliderhit is called when the controller hits a c ...

charactercontroller.oncontrollercolliderhit 控制碰撞器碰撞

functiononcontrollercolliderhit(hit:controllercolliderhit) : void

description描述

oncontrollercolliderhit is called when the controller hits a collider while performing a move.

角色控制器" target="_blank" class="relatedlink">角色控制器碰到一个可执行移动的碰撞器时,oncontrollercolliderhit被调用。

this can be used to push objects when they collide with the character

这个可以被用于推动物体,当它们碰撞角色时。

c#

javascript

using unityengine;

using system.collections;

public class example :monobehaviour{

public float pushpower = 2.0f;

void oncontrollercolliderhit(controllercolliderhit hit) {

rigidbody body = hit.collider.attachedrigidbody;

if (body == null || body.iskinematic)

return;

if (hit.movedirection.y < -0.3f)

return;

vector3 pushdir = newvector3(hit.movedirection.x, 0, hit.movedirection.z);

body.velocity = pushdir * pushpower;

}

}

// this script pushes all rigidbodies that the character touches

// 这个脚本推动所有的角色碰撞到的刚体。

var pushpower = 2.0;

function oncontrollercolliderhit (hit : controllercolliderhit) {

var body : rigidbody = hit.collider.attachedrigidbody;

// no rigidbody

// 没有刚体。

if (body == null || body.iskinematic)

return;

// we dont want to push objects below us

// 我们不想推动在我们下边的物体。

if (hit.movedirection.y < -0.3)

return;

// calculate push direction from move direction,

// we only push objects to the sides never up and down

// 通过移动方向计算推动方向,我们只把物体推到两侧,从不向上和向下推。

var pushdir :vector3(hit.movedirection.x, 0, hit.movedirection.z);

// if you know how fast your character is trying to move,

// then you can also multiply the push velocity by that.

// 如果你知道你的角色移动的有多快,那么你也可以用它乘以推动速度。

// apply the push

// 应用推力。

body.velocity = pushdir * pushpower;

}

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