0

目前,我正在使用以下代码使对象粘在其他游戏对象上:

void OnCollisionEnter(Collision col)
{
    rb = GetComponent<Rigidbody>();
    rb.isKinematic = true;
    gameObject.transform.SetParent (col.gameObject.transform);
}

它完美地工作,但它会导致许多其他问题。例如,碰撞后,它就无法再检测到碰撞。

是否有人拥有此代码的替代方案(这使得游戏对象在碰撞后粘在另一个游戏对象上)?

4

1 回答 1

0

这是您的开始,请注意,这不考虑轮换,我相信您将能够弄清楚,对吗?;)

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;

}

编辑:正如所承诺的,这是一个考虑轮换的更高级版本:

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;
    }
}
于 2015-10-28T18:00:09.283 回答