使用 C# 和 Unity 在特定游戏对象上禁用刚体
Disable rigidbody on a specific gameobject using C# and Unity
我的捏取代码有问题,因为它也抓住了我的播放器。这是我的代码:
using UnityEngine;
using System.Collections;
using Leap;
using Leap.Unity;
/**
* Detects pinches and grabs the closest rigidbody if it's within a given range.
*
* Attach this script to the physics hand object assinged to the HandController in a scene.
*/
public class MagneticPinch : MonoBehaviour {
public const float TRIGGER_DISTANCE_RATIO = 0.7f;
/** The stiffness of the spring force used to move the object toward the hand. */
public float forceSpringConstant = 100.0f;
/** The maximum range at which an object can be picked up.*/
public float magnetDistance = 0.5f;
protected bool pinching_;
protected Collider grabbed_;
public GameObject TrashAudio;
public GameObject myPlayer;
void Start() {
pinching_ = false;
grabbed_ = null;
}
/** Finds an object to grab and grabs it. */
void OnPinch(Vector3 pinch_position) {
pinching_ = true;
// Check if we pinched a movable object and grab the closest one that's not part of the hand.
Collider[] close_things = Physics.OverlapSphere(pinch_position, magnetDistance);
Vector3 distance = new Vector3(magnetDistance, 0.0f, 0.0f);
for (int j = 0; j < close_things.Length; ++j) {
Vector3 new_distance = pinch_position - close_things[j].transform.position;
if (close_things[j].GetComponent<Rigidbody>() != null && new_distance.magnitude < distance.magnitude &&
!close_things[j].transform.IsChildOf(transform)) {
grabbed_ = close_things[j];
distance = new_distance;
}
}
}
/** Clears the pinch state. */
void OnRelease() {
grabbed_ = null;
pinching_ = false;
TrashAudio.gameObject.SetActive (false);
//ActivateRigidbody ();
}
/**
* Checks whether the hand is pinching and updates the position of the pinched object.
*/
void Update() {
bool trigger_pinch = false;
HandModel hand_model = GetComponent<HandModel>();
Hand leap_hand = hand_model.GetLeapHand();
if (leap_hand == null)
return;
// Scale trigger distance by thumb proximal bone length.
Vector leap_thumb_tip = leap_hand.Fingers[0].TipPosition;
float proximal_length = leap_hand.Fingers[0].Bone(Bone.BoneType.TYPE_PROXIMAL).Length;
float trigger_distance = proximal_length * TRIGGER_DISTANCE_RATIO;
// Check thumb tip distance to joints on all other fingers.
// If it's close enough, start pinching.
for (int i = 1; i < HandModel.NUM_FINGERS && !trigger_pinch; ++i) {
Finger finger = leap_hand.Fingers[i];
for (int j = 0; j < FingerModel.NUM_BONES && !trigger_pinch; ++j) {
Vector leap_joint_position = finger.Bone((Bone.BoneType)j).NextJoint;
if (leap_joint_position.DistanceTo(leap_thumb_tip) < trigger_distance)
trigger_pinch = true;
}
}
Vector3 pinch_position = hand_model.fingers[0].GetTipPosition();
// Only change state if it's different.
if (trigger_pinch && !pinching_)
OnPinch(pinch_position);
else if (!trigger_pinch && pinching_)
OnRelease();
//this line of code is a self scripting for disabling the rigidbody from the player component
// Accelerate what we are grabbing toward the pinch.
if (grabbed_ != null) {
Vector3 distance = pinch_position - grabbed_.transform.position;
//DeactivateRigidbody (); //this is not to grab the rigidbody of the player
grabbed_.GetComponent<Rigidbody> ().AddForce (forceSpringConstant * distance);
TrashAudio.gameObject.SetActive (true);
//DeactivateRigidbody ();
}
}
}
每个对象都必须有一个设置为 USE GRAVITY 的刚体,所以我的播放器也是如此,这样它就不会穿过我的地形。我的脚本是抓取最近的具有刚体的对象。问题是当我抓住一些物体时它总是抓住自己我的意思是我的玩家。我在用跳跃动作抓取。
那么,如果我的脚本检测到它正在抓取我的播放器,它会停止抓取,而是抓取对象,我如何才能做到这一点?
我的 Unity 有点生锈了,但是你可以给 GameObject 添加一个标签,https://docs.unity3d.com/ScriptReference/GameObject-tag.html
务必将玩家标记为玩家,之后您可以使用检查最近的游戏对象标记是否不是 "player"。
真的很简单。
您可以像图片中那样标记您的播放器:
然后将类似这样的代码添加到方法 OnPinch
// Check if we pinched a movable object and grab the closest one that's not part of the hand.
Collider[] close_things = Physics.OverlapSphere(pinch_position, magnetDistance);
Vector3 distance = new Vector3(magnetDistance, 0.0f, 0.0f);
for (int j = 0; j < close_things.Length; ++j) {
if(close_things[j].gameobject.Tag.ToUppercase() == "PLAYER")
continue; //here you jump to a the next object
PS: 或者你可以简单地使用一个忽略玩家的不同层
通过使用
//将此脚本附加到捏
void DeactivateRigid(){
myPlayer.Getcomponent<Rigidbody>().isKenimatic == false;
myPlayer.Getcomponent<Rigidbody().detectCollision = true;
}
//将此脚本附加到发布
void ActivateRigid(){
...
}
我的捏取代码有问题,因为它也抓住了我的播放器。这是我的代码:
using UnityEngine;
using System.Collections;
using Leap;
using Leap.Unity;
/**
* Detects pinches and grabs the closest rigidbody if it's within a given range.
*
* Attach this script to the physics hand object assinged to the HandController in a scene.
*/
public class MagneticPinch : MonoBehaviour {
public const float TRIGGER_DISTANCE_RATIO = 0.7f;
/** The stiffness of the spring force used to move the object toward the hand. */
public float forceSpringConstant = 100.0f;
/** The maximum range at which an object can be picked up.*/
public float magnetDistance = 0.5f;
protected bool pinching_;
protected Collider grabbed_;
public GameObject TrashAudio;
public GameObject myPlayer;
void Start() {
pinching_ = false;
grabbed_ = null;
}
/** Finds an object to grab and grabs it. */
void OnPinch(Vector3 pinch_position) {
pinching_ = true;
// Check if we pinched a movable object and grab the closest one that's not part of the hand.
Collider[] close_things = Physics.OverlapSphere(pinch_position, magnetDistance);
Vector3 distance = new Vector3(magnetDistance, 0.0f, 0.0f);
for (int j = 0; j < close_things.Length; ++j) {
Vector3 new_distance = pinch_position - close_things[j].transform.position;
if (close_things[j].GetComponent<Rigidbody>() != null && new_distance.magnitude < distance.magnitude &&
!close_things[j].transform.IsChildOf(transform)) {
grabbed_ = close_things[j];
distance = new_distance;
}
}
}
/** Clears the pinch state. */
void OnRelease() {
grabbed_ = null;
pinching_ = false;
TrashAudio.gameObject.SetActive (false);
//ActivateRigidbody ();
}
/**
* Checks whether the hand is pinching and updates the position of the pinched object.
*/
void Update() {
bool trigger_pinch = false;
HandModel hand_model = GetComponent<HandModel>();
Hand leap_hand = hand_model.GetLeapHand();
if (leap_hand == null)
return;
// Scale trigger distance by thumb proximal bone length.
Vector leap_thumb_tip = leap_hand.Fingers[0].TipPosition;
float proximal_length = leap_hand.Fingers[0].Bone(Bone.BoneType.TYPE_PROXIMAL).Length;
float trigger_distance = proximal_length * TRIGGER_DISTANCE_RATIO;
// Check thumb tip distance to joints on all other fingers.
// If it's close enough, start pinching.
for (int i = 1; i < HandModel.NUM_FINGERS && !trigger_pinch; ++i) {
Finger finger = leap_hand.Fingers[i];
for (int j = 0; j < FingerModel.NUM_BONES && !trigger_pinch; ++j) {
Vector leap_joint_position = finger.Bone((Bone.BoneType)j).NextJoint;
if (leap_joint_position.DistanceTo(leap_thumb_tip) < trigger_distance)
trigger_pinch = true;
}
}
Vector3 pinch_position = hand_model.fingers[0].GetTipPosition();
// Only change state if it's different.
if (trigger_pinch && !pinching_)
OnPinch(pinch_position);
else if (!trigger_pinch && pinching_)
OnRelease();
//this line of code is a self scripting for disabling the rigidbody from the player component
// Accelerate what we are grabbing toward the pinch.
if (grabbed_ != null) {
Vector3 distance = pinch_position - grabbed_.transform.position;
//DeactivateRigidbody (); //this is not to grab the rigidbody of the player
grabbed_.GetComponent<Rigidbody> ().AddForce (forceSpringConstant * distance);
TrashAudio.gameObject.SetActive (true);
//DeactivateRigidbody ();
}
}
}
每个对象都必须有一个设置为 USE GRAVITY 的刚体,所以我的播放器也是如此,这样它就不会穿过我的地形。我的脚本是抓取最近的具有刚体的对象。问题是当我抓住一些物体时它总是抓住自己我的意思是我的玩家。我在用跳跃动作抓取。
那么,如果我的脚本检测到它正在抓取我的播放器,它会停止抓取,而是抓取对象,我如何才能做到这一点?
我的 Unity 有点生锈了,但是你可以给 GameObject 添加一个标签,https://docs.unity3d.com/ScriptReference/GameObject-tag.html
务必将玩家标记为玩家,之后您可以使用检查最近的游戏对象标记是否不是 "player"。
真的很简单。
您可以像图片中那样标记您的播放器:
然后将类似这样的代码添加到方法 OnPinch
// Check if we pinched a movable object and grab the closest one that's not part of the hand.
Collider[] close_things = Physics.OverlapSphere(pinch_position, magnetDistance);
Vector3 distance = new Vector3(magnetDistance, 0.0f, 0.0f);
for (int j = 0; j < close_things.Length; ++j) {
if(close_things[j].gameobject.Tag.ToUppercase() == "PLAYER")
continue; //here you jump to a the next object
PS: 或者你可以简单地使用一个忽略玩家的不同层
通过使用 //将此脚本附加到捏 void DeactivateRigid(){
myPlayer.Getcomponent<Rigidbody>().isKenimatic == false;
myPlayer.Getcomponent<Rigidbody().detectCollision = true;
}
//将此脚本附加到发布
void ActivateRigid(){
...
}