3.陷阱一
public Rigidbody[] m_Rigidbody;
public float speed;
public Rigidbody m_Plate;
public Rigibody m_plate;
private bool isFinish;
private bool VelocityEnough(){
for(int i=0;i<m_Rigidbody.length;i++){
if(m_Rigidbody[i].angularvelocity.y>5){
return=true;
}
else{
return=false;
}
}}
void Update(){
if(VelocityEnough&&!isFinish){
isFinish=false;
for(int i=0; i<m_Rigidbody.length;i++){
m_Rigidbody[i].gameObject.SetActive(false);
}
m_Plate.inkincit=false;
else if(isFinish){
m_Plate.velocity=vector3.up*speed;
m_plate.gameobject.SetActive(true):
}