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 strictvar 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:
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();
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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 strictvar 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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原标题:Unity3D 5.x 交互功能
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