五类关节属性Joint的用法

本文介绍了一个Unity中的脚本示例,该脚本演示了如何在游戏对象之间添加不同类型的关节组件,包括链条关节、固定关节、弹簧关节、角色关节和可配置关节。

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using UnityEngine;
using System.Collections;


public class Joint : MonoBehaviour {
GameObject connectedObj = null;
Component jointComponent = null;
// Use this for initialization
void Start () {
connectedObj = GameObject.Find ("Cube1");
}
void OnGUI(){
if (GUILayout.Button ("添加链条关节")) {
jointComponent = gameObject.AddComponent<HingeJoint>();
HingeJoint hjoint = (HingeJoint)jointComponent;
connectedObj.GetComponent<Rigidbody> ().useGravity = true;
hjoint.connectedBody = connectedObj.GetComponent<Rigidbody> ();
}
if (GUILayout.Button ("添加固定关节")) {
jointComponent = gameObject.AddComponent<FixedJoint>();
FixedJoint fjoint = (FixedJoint)jointComponent;
connectedObj.GetComponent<Rigidbody> ().useGravity = true;
fjoint.connectedBody = connectedObj.GetComponent<Rigidbody> ();
}
if (GUILayout.Button ("添加弹簧关节")) {
jointComponent = gameObject.AddComponent<SpringJoint>();
SpringJoint sjoint = (SpringJoint)jointComponent;
connectedObj.GetComponent<Rigidbody> ().useGravity = true;
sjoint.connectedBody = connectedObj.GetComponent<Rigidbody> ();
}
if (GUILayout.Button ("添加角色关节")) {
jointComponent = gameObject.AddComponent<CharacterJoint>();
CharacterJoint cjoint = (CharacterJoint)jointComponent;
connectedObj.GetComponent<Rigidbody> ().useGravity = true;
cjoint.connectedBody = connectedObj.GetComponent<Rigidbody> ();
}
if (GUILayout.Button ("添加可配置关节")) {
jointComponent = gameObject.AddComponent<ConfigurableJoint>();
ConfigurableJoint cojoint = (ConfigurableJoint)jointComponent;
connectedObj.GetComponent<Rigidbody> ().useGravity = true;
cojoint.connectedBody = connectedObj.GetComponent<Rigidbody> ();
}
}
// Update is called once per frame
void Update () {

}
}


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