Rigidbody
- AddExplosionForce
- AddForceAtPosition
- AddForce
- AddRelativeForce
- AddRelativeTorque
- AddTorque
- angularDrag
- angularVelocity
- centerOfMass
- ClosestPointOnBounds
- collisionDetectionMode
- detectCollisions
- drag
- freezeRotation
- GetPointVelocity
- GetRelativePointVelocity
- inertiaTensorRotation
- inertiaTensor
- interpolation
- isKinematic
- IsSleeping
- mass
- maxAngularVelocity
- MovePosition
- MoveRotation
- OnCollisionEnter
- OnCollisionExit
- OnCollisionStay
- position
- rotation
- SetDensity
- sleepAngularVelocity
- sleepVelocity
- Sleep
- solverIterationCount
- SweepTestAll
- SweepTest
- useConeFriction
- useGravity
- velocity
- WakeUp
- worldCenterOfMass
Rigidbody.AddRelativeForce 添加相对力
function AddRelativeForce (force : Vector3, mode : ForceMode = ForceMode.Force) : void
Description描述
Adds a force to the rigidbody relative to its coordinate system.
添加一个力到刚体。相对于它的系统坐标。
As a result the rigidbody will start moving.
作为结果刚体将开始移动。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void FixedUpdate() {
rigidbody.AddRelativeForce(Vector3.forward * 10);
}
}
// Moves the rigidbody forward along its own z-axis
//移动刚体向前沿着他自己的z轴
function FixedUpdate () {
rigidbody.AddRelativeForce (Vector3.forward * 10);
}
• function AddRelativeForce (x : float, y : float, z : float, mode : ForceMode = ForceMode.Force) : void
Description描述
Adds a force to the rigidbody relative to its coordinate system.
添加一个力到刚体。相对于它的系统坐标。
As a result the rigidbody will start moving.
作为结果刚体将开始移动。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void FixedUpdate() {
rigidbody.AddRelativeForce(0, 0, 10);
}
}
// Moves the rigidbody forward along its own z-axis
//移动刚体向前沿着他自己的z轴
function FixedUpdate () {
rigidbody.AddRelativeForce (0, 0, 10);
}
If you want to apply a force over several frames you should apply it inside FixedUpdate instead of Update.
如果你想在多帧中应用力,你应该在FixedUpdate中而不是Update使用使用它。
最后修改:2011年2月9日 Wednesday 20:47