搭建Food效果
新建Prefabs,创建一个cube并旋转成任意角度,上材质,转为预制体;
ctrl+D复制几个相同的Food,这时它们已经是预制体了,所以修改预制体就会同步修改所有组件;然后给他们打上标签Label:
同理,所有Food都有了标签;然后编辑Food脚本,让其有旋转效果:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Food : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.Rotate(Vector3.up); //旋转效果
}
}
打开前面创建的小球运动Player脚本,修改如下(加上碰撞函数):
当检测到有“Food
”标签的物体时,就会调用Destroy
让这个物体消失。
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public Rigidbody rd; //public或者private(接口)
// Start is called before the first frame update
void Start()
{
//Debug.Log("游戏开始了!");
rd = GetComponent<Rigidbody>(); // 调用刚体组件
}
// Update is called once per frame
void Update()
{
//Debug.Log("游戏正在运行!");
//rd.AddForce(Vector3.right); //施加1N(vector3.right left forward back)
//rd.AddForce(new Vector3(10, 0, 0)); //自定义力
float h = Input.GetAxis("Horizontal"); //keyboard A/D~~~-1/1
float v = Input.GetAxis("Vertical"); //keyboard W/S~~~-1/1
//Debug.Log(h); (1,2,3) * 2 = (2,4,6) //加速
rd.AddForce(new Vector3(h, 0, v)); //x y z
}
private void OnCollisionEnter(Collision collision)
{
Debug.Log("发生碰撞了");
//给Food模板设置好标签,检测到物体对应标签就销毁
if (collision.gameObject.tag == "Food")
{
Destroy(collision.gameObject);
}
}
// 多行注释ctrl+k ctrl+c 取消注释ctrl+k ctrl+u
//private void OnCollisionExit(Collision collision)
//{
// Debug.Log("结束碰撞了");
//}
//private void OnCollisionStay(Collision collision)
//{
// //Debug.Log("保持碰撞了");
//}
}
效果如下:
以上。