刹车处理
rigid.velocity = Vector3.Lerp(rigid.velocity, new Vector3 (0, rigid.velocity.y, 0) , 0,2f);
private bool brake
brake = Input.GetKey(KeyCode.Space);
按下空格 刹车
update 里面接受键盘wsad的input
dir = Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));
1.小球移动 AddForce();方法
private Rigidbody Ball_Rigidbody;
public float force=6f;
private bool stop;
void Start(){
Ball_Rigidbody=GetComponent<Rigidbody>();
}
void Update(){
//获取按键,前后左右移动
private Vector3 direction=new Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));
stop=Input.GetKey(KeyCode.Space));
}
void ForceUpdate(){
if(!stop){
Ball_Rigidbody.AddForce(direction*force,ForceMode.Force);
}
else{
Ball_Rigidbody.velocity=vector3.Lerp(Ball_Rigidbody.velocity,new vector3(0,Ball_Rigidbody.velocity.y,0),20;
}
力量模式:
ForceMode.acceleration:只关系加速度
ForceMode.force:关系质量的
ForceMode.impulse:脉冲力,考虑质量,是一瞬间的爆发力
ForceMode.velocitychange:忽略质量,只关系速度