Version: 2022.1

ForceMode

enumeration

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描述

Use ForceMode to specify how to apply a force using Rigidbody.AddForce or ArticulationBody.AddForce.

AddForce 函数可定义自己的力矢量,以及选择如何将此力施加于 GameObject(此 GameObject 必须附加有 Rigidbody 组件),从而影响您的 GameObject 的移动方式。

ForceMode 可使您选择四种不同方式来使用此 Force 影响 GameObject:Acceleration、Force、Impulse 和 VelocityChange。

For more information on how ForceMode affects velocity, see Rigidbody.AddForce.

using UnityEngine;

public class ForceModeExample : MonoBehaviour { //Use to switch between Force Modes enum ModeSwitching { Start, Impulse, Acceleration, Force, VelocityChange }; 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;

//This is Force Mode, using a continuous force on the Rigidbody considering its mass case ModeSwitching.Force: //Converts the text fields into floats and updates the force applied to the Rigidbody MakeCustomForce();

//Use Force as the force on GameObject’s Rigidbody m_Rigidbody.AddForce(m_NewForce, ForceMode.Force); break;

//This is Impulse Mode, which involves using the Rigidbody’s mass to apply an instant impulse force. case ModeSwitching.Impulse: //The function converts the text fields into floats and updates the force applied to the Rigidbody MakeCustomForce();

//Use Impulse as the force on GameObject m_Rigidbody.AddForce(m_NewForce, ForceMode.Impulse); break;

//This is VelocityChange which involves ignoring the mass of the GameObject and impacting it with a sudden speed change in a direction case ModeSwitching.VelocityChange: //Converts the text fields into floats and updates the force applied to the Rigidbody MakeCustomForce();

//Make a Velocity change on the Rigidbody m_Rigidbody.AddForce(m_NewForce, ForceMode.VelocityChange); 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; }

//If you press the Impulse button if (GUI.Button(new Rect(100, 60, 150, 30), "Apply Impulse")) { //Switch to impulse (apply impulse forces to GameObject) m_ModeSwitching = ModeSwitching.Impulse; }

//If you press the Force Button, switch to Force state if (GUI.Button(new Rect(100, 90, 150, 30), "Apply Force")) { //Switch to Force (apply force to GameObject) m_ModeSwitching = ModeSwitching.Force; }

//Press the button to switch to VelocityChange state if (GUI.Button(new Rect(100, 120, 150, 30), "Apply Velocity Change")) { //Switch to velocity changing m_ModeSwitching = ModeSwitching.VelocityChange; } }

//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); } }

变量

Force向此刚体添加连续力,使用其质量。
Acceleration向此刚体添加连续加速度,忽略其质量。
Impulse向此刚体添加瞬时力冲击,考虑其质量。
VelocityChange向此刚体添加瞬时速度变化,忽略其质量。
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