Описание
Добавить твердому телу непрерывное ускорение, игнорируя его массу.
Применяйте ускорение в каждом FixedUpdate в течение определенного периода времени. В отличие от ForceMode.Force, ускорение будет перемещать все твердые тела одинаково, независимо от различий в массе. Этот режим полезен, если вы просто хотите напрямую контролировать ускорение объекта. В этом режиме единица параметра силы применяется к твердому телу как расстояние/время^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);
}
}