U9_Collision( 碰撞 ) 龍華科技大學多媒體與遊戲發展科學系林志勇編輯請勿外流轉載, 上傳網路 林志勇

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1 U9_Collision( 碰撞 ) 龍華科技大學多媒體與遊戲發展科學系編輯請勿外流轉載, 上傳網路

2

3

4 Audio AudioSource *.wav( 聲音檔 )

5 Audio Clip

6 Play On Awake

7 OnCollisionEnter function OnCollisionEnter(collision : Collision) { // Debug-draw all contact points and normals for (var contact : ContactPoint in collision.contacts) { Debug.DrawRay(contact.point, contact.normal, Color.white); // Play a sound if the coliding objects had a big impact. if (collision.relativevelocity.magnitude > 2){ audio.play();

8 contacts[0].thiscollider.name( 程式放在那一個物件下, 若發生碰撞顯示那一個物件名字 ) // Prints the name of this collider function OnCollisionEnter(other : Collision) { print("this collider is named: " + other.contacts[0].thiscollider.name);

9 contacts[0].point( 碰撞第一點座標 ) contacts.length ( 碰撞點數 ) // Print how many points are colliding this transform // And print the first point that is colliding. function OnCollisionEnter(other : Collision) { print("points colliding: " + other.contacts.length); print("first point that collided: " + other.contacts[0].point);

10 Physical Materials

11 Bouncy

12 OnCollisionExit function OnCollisionExit(collisionInfo : Collision) { print("no longer in contact with " + collisioninfo.transform.name); collisioninfo.transform.position=vector3(2,2,2); //collisioninfo.transform.position.x=2; //collisioninfo.transform.position.y=2; //collisioninfo.transform.position.z=2;

13 OnCollisionStay function OnCollisionStay(collisionInfo : Collision) { // Debug-draw all contact points and normals for (var contact : ContactPoint in collisioninfo.contacts) { Debug.DrawRay(contact.point, contact.normal * 10, Color.white);

14 OnCollision( 碰撞事件 ) function OnCollisionEnter(other : Collision) { function OnCollisionExit(other : Collision) { function OnCollisionStay(other :: Collision) {

15 Is Trigger

16 OnTrigger function OnTriggerEnter(other : Collision) { function OnTriggerExit(other : Collision) { function OnTriggerStay(other : Collision) {

17 OnTriggerEnter // Destroy everything that enters the triggerfunction function OnTriggerEnter (other : Collider) { Debug.Log(other.gameObject); Destroy(other.gameObject);

18 OnTriggerExit // Destroy everything that leaves the trigger function OnTriggerExit (other : Collider) { Destroy(other.gameObject);

19 OnTriggerStay // Applies an upwards force to all rigidbodies that enter the trigger. function OnTriggerStay (other : Collider) { if (other.attachedrigidbody) { other.attachedrigidbody.addforce(vector3.up * 10);

20

21 OnTriggerStay // Applies an upwards force to all rigidbodies that enter the trigger. function OnTriggerStay (other : Collider) { if (other.attachedrigidbody) { other.attachedrigidbody.addforce(vector3(10,10,10) * 10);

22 collider.center // Reset the center to the transform's position collider.center = Vector3.zero;

23 collider.radius //The radius of the sphere, measured in the object's local space. collider.radius =5;

24

25 collider.size // Make the box collider long collider.size = Vector3(10, 1, 1);

26 collider.istrigger // Turns the attached to collider into a trigger. collider.istrigger = true;

27 attachedrigidbody // Lift the rigidbody attached to the collider. collider.attachedrigidbody.addforce(0,1,0);

28 // Makes the collider act like ice.collider.material.dynamicfriction = 0.1; collider.material.staticfriction = 0.1; collider.material.bounciness = 0;

29 collider.height = 5; //The height of the capsule meased in the object's local space. collider.height = 5;

30 collider.direction // Make the capsule height be along the x-axis collider.direction = 0; 0 -> Capsule height is along the x-axis. 1 -> Capsule height is along the y-axis. 2 -> Capsule height is along the z-axis.

31 capsule

32 Particles

33 Largeframe One Shot

34 Explosion Prefab

35 OnCollisionEnter var explosionprefab : Transform; function OnCollisionEnter(collision : Collision) { // Rotate the object so that the y-axis faces along the normal of the surface var contact : ContactPoint = collision.contacts[0]; var rot : Quaternion = Quaternion.FromToRotation(Vector3.up, contact.normal); var pos : Vector3 = contact.point; Instantiate(explosionPrefab, pos, rot); // Destroy the projectile Destroy (gameobject);

36 Raycast #pragma strict function Update(){ var ray : Ray = Camera.main.ScreenPointToRay (Input.mousePosition); var hit : RaycastHit; if (collider.raycast (ray, hit, 100.0)) { Debug.DrawLine (ray.origin, hit.point, Color.red); gameobject.find("gui Text").guiText.text=collider.name;

37 Raycast

38 Trigger Collision Detection Platform 0,2,0 3,1,3

39 Box 0,5,0

40 0,8,0 90,0,0

41 0,2,0 3,1,3

42

43 function OnTriggerEnter(myTrigger : Collider) { if(mytrigger.gameobject.name == "Box") { Debug.Log("Box went through!"); function OnTriggerExit(myTrigger : Collider) { if(mytrigger.gameobject.name == "Box") { Debug.Log("Box Exit!");

44

45 function OnTriggerExit(myTrigger : Collider) { if(mytrigger.gameobject.name == "Box"){ Debug.Log("Box Exit!"); Destroy(gameObject.Find("Box"));

46 碰撞

47 碰撞

48 W1, W2 Position 0,1,10(-10) Scale 20,3,1

49 W3, W4 Position (10(-10),1,0) Rotation(0,90,0) Scale(20,3,1)

50 GameObject (Start.js)

51 Sphere(Move.js)

52 Move.js(1) var score : float; var cname : String; var sub1 : String; var theprefab2 : GameObject; function Update () { if(input.getkey("right")){ transform.position.x=transform.position.x+0.1; if(input.getkey("left")){ transform.position.x=transform.position.x-0.1; if(input.getkey("up")){ transform.position.z=transform.position.z+0.1; if(input.getkey("down")){ transform.position.z=transform.position.z-0.1;

53 Move.js(2) function OnCollisionEnter(collision : Collision){ cname=collision.gameobject.name; if (cname!= "Floor" && cname!= "W1" && cname!= "W2" && cname!= "W3" && cname!= "W4"){ score=score+1; var instance2 : GameObject = Instantiate(thePrefab2, transform.position,transform.rotation); Destroy (gameobject.find(cname)); sub1 = cname.substring(0, 1); if (sub1=="c"){ transform.localscale=transform.localscale+0.5*vector3(1,1,1); else{ transform.localscale=transform.localscale-0.5*vector3(1,1,1); gameobject.find("scoretext").guitext.text=score.tostring(); if (cname == "W1"){ // Loads the level with index 0 Application.LoadLevel (0);

54 Start.js(1) var StartTime : float; var difftime : float; var i : int; var theprefab : GameObject; var theprefab2 : GameObject; function Start(){ StartTime=Time.time; for (i=1 ; i<=20 ; i++){ transform.position.x=random.range(-10,10); transform.position.y=1; transform.position.z=random.range(-10,10); transform.rotation.x=0; transform.rotation.y=0; transform.rotation.z=0; var instance : GameObject = Instantiate(thePrefab, transform.position, transform.rotation); transform.position.x=random.range(-10,10); transform.position.y=1; transform.position.z=random.range(-10,10); var instance2 : GameObject = Instantiate(thePrefab2, transform.position, transform.rotation); instance.name="c" + i.tostring(); instance2.name="p" + i.tostring();

55 Start.js(2) function Update(){ difftime=time.time-starttime; ShowTime(); function ShowTime(){ var minutes : int; var sceonds : int; minutes=difftime/60; seconds=difftime % 60; timestr=minutes.tostring() + ":"; timestr=timestr + seconds.tostring("00") ; gameobject.find("timetext").guitext.text=timestr;

56 OnCollisionStay (Sphere)

57 OnCollisionStay function OnCollisionStay(collision : Collision) { if (collision.rigidbody) { Debug.Log(collision); collision.rigidbody.addforce (Vector3.up * 3*9.81); for (var contact : ContactPoint in collision.contacts) { print(contact.thiscollider.name + " hit " + contact.othercollider.name); // Visualize the contact point Debug.DrawRay(contact.point, contact.normal, Color.red);

58 Contacts

59 Contacts

60 Contacts // Print how many points are colliding this transform // And print the first point that is colliding. function OnCollisionEnter(other : Collision) { gameobject.find("guitext1").guitext.text="points colliding: " + other.contacts.length; gameobject.find("guitext2").guitext.text="first normal of the point that collide: " + other.contacts[0].normal; gameobject.find("guitext3").guitext.text="this collider is named: " + other.contacts[0].thiscollider.name; gameobject.find("guitext").guitext.text="first point that collided: " + other.contacts[0].point; gameobject.find("guitext4").guitext.text="this collider collided with: " + other.contacts[0].othercollider.name;

61

62

63 CreatCir.js var prefab : GameObject; var radius : float =10 ; var cx : int=10; var cy : int=5; var i : int; function Start () { for ( i=0; i < 20; i++){ var angle=i* Mathf.PI*36/360; var pos=vector3(cx+mathf.cos(angle)*radius,5, cy+mathf.sin(angle)*radius); //Instantiate(prefab, pos, Quaternion.identity); var instance : GameObject = Instantiate(prefab, pos, transform.rotation); instance.name="c"+i.tostring(); gameobject.find("c"+i.tostring()).addcomponent ("Rigidbody");

64 Collision var theprefab2 : GameObject; function OnCollisionStay(collision : Collision) { var instance2 : GameObject = Instantiate(thePrefab2, transform.position,transform.rotation);

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