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我想兩個遊戲物體(sphereObject0和sphereObject2)與行渲染lineRenderer0_2在Unity3D項目連接。如何在運行時更新線渲染器的開始和結束位置?
該行首先顯示正常。我的問題是我需要線渲染器來更新其開始和結束位置,以匹配sphereObject0和sphereObject2的位置。
由於某些原因,我的線渲染器是絕對靜態的,我無法找到讓它隨着球體GameObject最終移動而調整其開始和結束位置的方式。
這是我的C#腳本,關於我在做什麼錯的任何想法?任何幫助是極大的讚賞!
using UnityEngine;
using System.Collections;
public class autoCreateNetwork : MonoBehaviour {
public bool sphereHasGravity = false;
private Collider coll;
private Renderer rend;
private SpringJoint springJoint;
public Material lines;
GameObject sphereObject0;
GameObject sphereObject2;
LineRenderer lineRenderer0_2 ;
void Start() {
// Spawn a sphere and set it up
sphereObject0 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphereObject0.transform.position = new Vector3(-10.2571400951f, 98.8977277884f, -19.9870244083f);
Rigidbody sphereBody0 = sphereObject0.AddComponent<Rigidbody>();
sphereBody0.mass = 1f;
// Physics model
coll = sphereBody0.GetComponent<Collider>();
PhysicMaterial material0 = new PhysicMaterial();
material0.dynamicFriction = 1;
coll.material = material0;
coll.material.bounciness = .8f;
// Render (color, smoothness, etc.)
rend = sphereBody0.GetComponent<Renderer>();
rend.material.color = new Color32(171,166,164,255);
rend.material.SetFloat("_Metallic", 0.0f);
rend.material.SetFloat("_Glossiness", 0.0f);
sphereBody0.useGravity = sphereHasGravity;
sphereBody0.transform.localScale = new Vector3(0.5f,0.5f,0.5f);
// Spawn a sphere and set it up
sphereObject2 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphereObject2.transform.position = new Vector3(-28.1943570987f, 89.5665878403f, 5.43686642264f);
Rigidbody sphereBody2 = sphereObject2.AddComponent<Rigidbody>();
sphereBody2.mass = 1f;
// Physics model
coll = sphereBody2.GetComponent<Collider>();
PhysicMaterial material2 = new PhysicMaterial();
material2.dynamicFriction = 1;
coll.material = material2;
coll.material.bounciness = .8f;
// Render (color, smoothness, etc.)
rend = sphereBody2.GetComponent<Renderer>();
rend.material.color = new Color32(105,150,187,255);
rend.material.SetFloat("_Metallic", 0.0f);
rend.material.SetFloat("_Glossiness", 0.0f);
sphereBody2.useGravity = sphereHasGravity;
sphereBody2.transform.localScale = new Vector3(0.5f,0.5f,0.5f);
// Spawn a line and set it up
GameObject line0_2 = new GameObject();
LineRenderer lineRenderer0_2 = line0_2.AddComponent<LineRenderer>();
lineRenderer0_2.material = lines;
lineRenderer0_2.widthMultiplier = 0.0482773661501f;
lineRenderer0_2.SetPosition(0, sphereObject0.transform.position);
lineRenderer0_2.SetPosition(1, sphereObject2.transform.position);
float alpha0_2 = .9f;
Gradient gradient0_2 = new Gradient();
gradient0_2.SetKeys(
new GradientColorKey[] { new GradientColorKey(new Color32(171,166,164,255), 0.0f), new GradientColorKey(new Color32(105,150,187,255), 1.0f) },
new GradientAlphaKey[] { new GradientAlphaKey(alpha0_2, 0.0f), new GradientAlphaKey(alpha0_2, 1.0f) }
);
lineRenderer0_2.colorGradient = gradient0_2;
lineRenderer0_2.useWorldSpace = true;
}
void Update() {
lineRenderer0_2.SetPosition(0, sphereObject0.transform.position);
lineRenderer0_2.SetPosition(1, sphereObject2.transform.position);
}
}
這真是太棒了(而且非常清晰),感謝Gunther! – Rodolphe