Unity:将ExplosionForce添加到2D
本文关键字:2D 添加 ExplosionForce Unity | 更新日期: 2023-09-27 18:26:33
我想将我的脚本更改为2D c#脚本。我知道AddExplosionForce不是UnityEngine.Rigidbody2D的成员,所以我如何将其更改为2D脚本,并且仍然对所有方向施加相同的力。(基本上是一样的,但在2D中)谢谢!这是我的脚本:
# pragma strict
var explosionStrength : float = 100;
function OnCollisionEnter(_other: Collision)
{
if (_other.collider.gameObject.name == "Bouncy object")
_other.rigidbody.AddExplosionForce(explosionStrength, this.transform.position,5);
}
我不知道内置了什么,但它实际上很容易实现。下面是一个使用扩展方法的例子:
using UnityEngine;
public static class Rigidbody2DExt {
public static void AddExplosionForce(this Rigidbody2D rb, float explosionForce, Vector2 explosionPosition, float explosionRadius, float upwardsModifier = 0.0F, ForceMode2D mode = ForceMode2D.Force) {
var explosionDir = rb.position - explosionPosition;
var explosionDistance = explosionDir.magnitude;
// Normalize without computing magnitude again
if (upwardsModifier == 0)
explosionDir /= explosionDistance;
else {
// From Rigidbody.AddExplosionForce doc:
// If you pass a non-zero value for the upwardsModifier parameter, the direction
// will be modified by subtracting that value from the Y component of the centre point.
explosionDir.y += upwardsModifier;
explosionDir.Normalize();
}
rb.AddForce(Mathf.Lerp(0, explosionForce, (1 - explosionDistance)) * explosionDir, mode);
}
}
现在你可以像使用3D刚体AddExplosionForce一样简单地使用它,例如使用你的代码:
public class Test : MonoBehaviour {
public float explosionStrength = 100;
void OnCollisionEnter2D( Collision2D _other)
{
if (_other.collider.gameObject.name == "Bouncy object")
_other.rigidbody.AddExplosionForce(explosionStrength, this.transform.position,5);
}
}
请参阅演示:https://dl.dropboxusercontent.com/u/16950335/Explosion/index.html
来源:https://dl.dropboxusercontent.com/u/16950335/Explosion/AddExplosionForce2D.zip
最初编写此代码的人做得很好,但唯一的问题是代码没有利用爆炸半径。所以我对代码做了一些修改,爆炸效果非常好。所以现在,根据爆炸点到刚体的距离,将根据距离施加不同的力。
这是我的代码版本:
public static void AddExplosionForce(this Rigidbody2D rb, float explosionForce, Vector2 explosionPosition, float explosionRadius, float upwardsModifier = 0.0F, ForceMode2D mode = ForceMode2D.Force)
{
var explosionDir = rb.position - explosionPosition;
var explosionDistance = (explosionDir.magnitude / explosionRadius);
// Normalize without computing magnitude again
if (upwardsModifier == 0)
{
explosionDir /= explosionDistance;
}
else
{
// If you pass a non-zero value for the upwardsModifier parameter, the direction
// will be modified by subtracting that value from the Y component of the centre point.
explosionDir.y += upwardsModifier;
explosionDir.Normalize();
}
rb.AddForce(Mathf.Lerp(0, explosionForce, (1 - explosionDistance)) * explosionDir, mode);
}
关于这个问题的答案很好,但对我来说不起作用。那是在他使用的Forcemode2D
中。据我所知,Forcemode2D.Force
只适用于长时间执行的力。然而,例如,爆炸效果更像。跳跃。所以我只是把Forcemode2D.Force
改成了Forcemode2D.Impulse
,现在它可以工作了^^
这是新的代码
using UnityEngine;
public static class Rigidbody2DExt {
public static void AddExplosionForce(this Rigidbody2D rb, float explosionForce, Vector2 explosionPosition, float explosionRadius, float upwardsModifier = 0.0F, ForceMode2D mode = ForceMode2D.Force) {
var explosionDir = rb.position - explosionPosition;
var explosionDistance = explosionDir.magnitude;
// Normalize without computing magnitude again
if (upwardsModifier == 0)
explosionDir /= explosionDistance;
else {
// From Rigidbody.AddExplosionForce doc:
// If you pass a non-zero value for the upwardsModifier parameter, the direction
// will be modified by subtracting that value from the Y component of the centre point.
explosionDir.y += upwardsModifier;
explosionDir.Normalize();
}
rb.AddForce(Mathf.Lerp(0, explosionForce, (1 - explosionDistance)) * explosionDir, mode);
}
}
无论如何,谢谢你o/