底座是一個紅色的立方體。 遊戲開始時,宇宙飛船已經在移動。 當我點擊/按下L按鈕時,宇宙飛船旋轉而面向基地並開始向基地移動,但當基地靠近基地時,它的行爲出乎意料,飛船開始在基地不停地滾動。我怎樣才能讓飛船自動着陸?
我想要的是讓這個着陸自動像攪拌機的這個youtube視頻一樣。 我不想要圖形,但它的着陸方式。
這是顯示我的飛船一個短片時,它開始登陸:
這是我使用,用於控制飛船的腳本和着地部分應是自動的。 腳本附在飛船上。
using UnityEngine;
using System.Collections;
public class ControlShip : MonoBehaviour {
public int rotationSpeed = 75;
public int movementspeed = 10;
public int thrust = 10;
public float RotationSpeed = 5;
private bool isPKeyDown = false;
private float acceleration = .0f;
private Vector3 previousPosition = Vector3.zero;
private Rigidbody _rigidbody;
private bool landing = false;
private Vector3 originPosition;
private Vector3 lastPosition;
private const float minDistance = 0.2f;
private Transform baseTarget;
// Use this for initialization
void Start() {
baseTarget = GameObject.Find("Base").transform;
originPosition = transform.position;
_rigidbody = GetComponent<Rigidbody>();
Debug.Log("Acc Speed: " + thrust);
}
// Update is called once per frame
void Update()
{
if (landing == false)
{
var v3 = new Vector3(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal"), 0.0f);
transform.Rotate(v3 * rotationSpeed * Time.deltaTime);
transform.position += transform.forward * Time.deltaTime * movementspeed;
if (Input.GetKey(KeyCode.Z))
transform.Rotate(Vector3.forward * rotationSpeed * Time.deltaTime);
if (Input.GetKey(KeyCode.R))
transform.Rotate(Vector3.right * rotationSpeed * Time.deltaTime);
if (Input.GetKey(KeyCode.P))
{
isPKeyDown = Input.GetKey(KeyCode.P);
float distance = Vector3.Distance(previousPosition, transform.position);
acceleration = distance/Mathf.Pow(Time.deltaTime, 2);
previousPosition = transform.position;
_rigidbody.AddRelativeForce(0f, 0f, thrust, ForceMode.Acceleration);
}
}
else
{
transform.position += transform.forward * Time.deltaTime * movementspeed;
var targetRotation = Quaternion.LookRotation(baseTarget.position - transform.position);
var str = Mathf.Min(.5f * Time.deltaTime, 1);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, str);
}
if (landed == true)
TakeOff();
if (Input.GetKey(KeyCode.L))
{
landing = true;
lastPosition = transform.position;
}
}
void OnTriggerEnter(Collider other)
{
if (landing == true && other.gameObject.name == "Base")
{
StartCoroutine(Landed());
}
}
bool landed = false;
IEnumerator Landed()
{
yield return new WaitForSeconds(5);
Debug.Log("Landed");
landed = true;
}
private void TakeOff()
{
if (transform.position != originPosition)
{
_rigidbody.AddForce(transform.up * 10);
}
if ((transform.position - originPosition).sqrMagnitude <= (1f * 1f))
{
landed = false;
_rigidbody.useGravity = false;
}
}
void OnGUI()
{
if (isPKeyDown)
{
GUI.Label(new Rect(100, 100, 200, 200), "Acc Speed: " + acceleration);
}
}
}
這是着陸的部分,應該是登陸的部分:
transform.position += transform.forward * Time.deltaTime * movementspeed;
var targetRotation = Quaternion.LookRotation(baseTarget.position - transform.position);
var str = Mathf.Min(.5f * Time.deltaTime, 1);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, str);
飛船有兩個組成部分:剛體,利用重力設置爲true。和一個箱子對撞機。
該基地有一個箱對撞機組件。