Unity3D 5.x 交互功能 - 碰撞检测函数

1,给第一人称控制器添加脚本:playercollisions.js 脚本中只定义变量,先不添加方法:

#pragma strict

var door_open_time:float=3.0;
var door_open_sound:AudioClip;
var door_shut_sound:AudioClip;

private var doorisopen:boolean=false;
private var doortimer:float=0.0;
private var currentdoor:GameObject;
 
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2,给playercollisions.js中的变量指定对象:

  

3,然后添加碰撞触发执行的方法:

function OnControllerColliderHit(hit:ControllerColliderHit){ 
    if (hit.gameObject.tag=="playerDoor" && doorisopen==false) { 
        opendoor(hit.gameObject); 
    }
}
 
    function opendoor(door:GameObject){ 
        doorisopen=true; 
        door.GetComponent(AudioSource).PlayOneShot(door_open_sound);
        door.transform.parent.GetComponent(Animation).Play();
    }
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4,确定碰撞对象已经添加Collider碰撞组件,规则物体(Cube)添加Box Collider,不规则物体添加Mesh Collider:

   

  我们给Door添加Box Collider并增大Size Y ,方便碰撞操作:

  

5,处理碰撞的时候,可以借助 print((hit.gameObject); 查看当前碰撞的对象是什么

  是 Door 还是 OutPost:

  

6,判断 hit.gameObject.tag=="playerDoor" 的时候,要保证大小写一致

  

7,播放开门动画的时候,注意教程中outPost和自己项目中outPost的Animations的区别:

  教程中的动画进行了分割,而自己项目中的动画没有,所以我们只播放一次:

 door.transform.parent.GetComponent(Animation).Play();

  ------

8,5.x版本中的播放方法:

door.GetComponent(AudioSource).PlayOneShot(door_open_sound);

9,碰撞开门,播放声音的JS代码,添加到第一人称后,即可实现碰撞开门、播放开门声音:

#pragma strict

var door_open_time:float=3.0;
var door_open_sound:AudioClip;
var door_shut_sound:AudioClip;

private var doorisopen:boolean=false;
private var doortimer:float=0.0;
private var currentdoor:GameObject;
 

function OnControllerColliderHit(hit:ControllerColliderHit){  
    print(hit.gameObject);
    if (hit.gameObject.tag=="playerDoor" && doorisopen==false) { 
        opendoor(hit.gameObject); 
    }
} 
    function opendoor(door:GameObject){ 
        doorisopen=true; 
        door.GetComponent(AudioSource).PlayOneShot(door_open_sound);
        door.transform.parent.GetComponent(Animation).Play();
    }
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 10,加入关门方法,3秒后再次播放动画:

#pragma strict

var door_open_time:float=3.0;
var door_open_sound:AudioClip;
var door_shut_sound:AudioClip;

private var doorisopen:boolean=false;
private var doortimer:float=0.0;
private var currentdoor:GameObject;
private var currentDoor:GameObject;
 
     function Start(){ 
    }

     function Update(){ 
     //如果门打开,开始计时  超过3秒后 再吃执行动画,并把开门时间重置为0
             if(doorisopen==true){ 
                 doortimer+=Time.deltaTime; 
                       print(doortimer);
                if(doortimer>door_open_time){
                    doortimer=0;
                    shutdoor(currentDoor); 
                }
         }
    }

    //检测碰撞
function OnControllerColliderHit(hit:ControllerColliderHit){  
    print(hit.gameObject);
    if (hit.gameObject.tag=="playerDoor" && doorisopen==false) { 
            currentDoor=hit.gameObject;
        opendoor(hit.gameObject);  
    }
} 

   // //开门
    function opendoor(door:GameObject){ 
        doorisopen=true; 
        door.GetComponent(AudioSource).PlayOneShot(door_open_sound);
        door.transform.parent.GetComponent(Animation).Play();
    }
    // 关门
   function shutdoor(door:GameObject){ 
        doorisopen=false;  
        door.GetComponent(AudioSource).PlayOneShot(door_shut_sound);
        door.transform.parent.GetComponent(Animation).Play();
    }
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11,整合开门、关门方法:

#pragma strict

var door_open_time:float=3.0;
var door_open_sound:AudioClip;
var door_shut_sound:AudioClip;

private var doorisopen:boolean=false;
private var doortimer:float=0.0;
private var currentdoor:GameObject;
private var currentDoor:GameObject;
 
     function Start(){ 
    }

     function Update(){ 
     //如果门打开,开始计时  超过3秒后 再吃执行动画,并把开门时间重置为0
             if(doorisopen==true){ 
                 doortimer+=Time.deltaTime; 
                       print(doortimer);
                if(doortimer>door_open_time){
                    doortimer=0;
                    //shutdoor(currentDoor); 
                    door(currentDoor,false,door_shut_sound,"closedoor");
                }
         }
    }

    //检测碰撞
function OnControllerColliderHit(hit:ControllerColliderHit){  
    print(hit.gameObject);
    if (hit.gameObject.tag=="playerDoor" && doorisopen==false) { 
            currentDoor=hit.gameObject;
        //opendoor(hit.gameObject);  
        door(currentDoor,true,door_open_sound,"opendoor");
    }
}   

   //对象,门的状态,播放的声音,播放的对象
    function door(thisDoor:GameObject,doorOpenOrClose:boolean,audio_clip:AudioClip,ani_name:String){ 
        doorisopen=doorOpenOrClose;
        thisDoor.GetComponent(AudioSource).PlayOneShot(audio_clip);
        thisDoor.transform.parent.GetComponent(Animation).Play(); //播放动画 区分开门和关门
    }
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posted @ 2016-06-21 15:19  i-shanghai  阅读(3597)  评论(0编辑  收藏  举报