划线组件相关属性
Material:划线的材质;
Positions:多个点,划线的点集;
Use World Space:是否使用世界坐标系;
Loop:是否循环,是指第一个点和最后一个点是否形成闭环;
Width:划线的宽度,通过曲线来控制;
LineRenderer组件应用小案例:
使用LineRenderer相关属性画出一个三角形
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LineRendererTest : MonoBehaviour
{
private LineRenderer line;
// Start is called before the first frame update
void Start()
{
line = gameObject.GetComponent<LineRenderer>();
line.positionCount = 3;
line.SetPosition(0, new Vector3(0, 0, 0));
line.SetPosition(1, new Vector3(0,0,10));
line.SetPosition(2, new Vector3(10,0,0));
line.loop = true;
}
}
将以上脚本挂载到有LineRenderer组件的游戏物体上,运行游戏,实现结果如图所示:
实现当运行游戏时,用鼠标充当画笔,实现绘图功能:
对应代码如下所示:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LineRendererTest : MonoBehaviour
{
private LineRenderer line;
private int pointCount;
private Vector3 position;
void Start()
{
line = gameObject.GetComponent<LineRenderer>();
}
void Update()
{
if (Input.GetMouseButton(0))
{
pointCount++;
position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 5));
Debug.Log("position:" + position);
line.positionCount = pointCount;
line.SetPosition(pointCount - 1, position);
}
}
}
运行游戏,实现效果如图:
力 AddForce
力是矢量,有大小有方向 ;
牛顿第二定律:F=ma 动量守恒定律: M1V1=M2V2 动量定理:Ft=mv=Impulse冲量
1.AddForce:
cube0.AddForce(new Vector3(0,0,100),ForceMode.Acceleration);
cubel.AddForce(new Vector3(0,0,100),ForceMode.Force);
ForceMode.Acceleration:关注的是加速度,所以跟物体的质量不相关 ;
ForceMode.Force:关注的是力的整体,也就是m*a的值,这时跟物体的质量相关
Ft=mv
ForceMode.Impulse:关注的是冲量的整体,也就是m*v的值,这时跟物体的质量相关;
ForceMode.VelocityChange:关注的是速度,所以和物体的质量不相关;
2.扭矩,让一个cube旋转
cube0.AddTorque(Vector3.forward*50,ForceMode.Impulse);
该系列专栏为网课课程笔记,仅用于学习参考。