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- 2013-12-28
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方案一:speed- public var simulateAccelerometer:boolean = false;
- var speed = 10.0;
- function Update () {
- var dir : Vector3 = Vector3.zero;
- if (simulateAccelerometer)
- {
- dir.x = Input.GetAxis("Horizontal");
- dir.y = Input.GetAxis("Vertical");
- }
- else
- {
- dir.x = Input.acceleration.x;
- dir.y = Input.acceleration.y;
-
- // clamp acceleration vector to unit sphere
- if (dir.sqrMagnitude > 1)
- dir.Normalize();
- // Make it move 10 meters per second instead of 10 meters per frame...
- }
- dir *= Time.deltaTime;
- // Move object
- transform.Translate (dir * speed);
- }
复制代码 也可以把速度换成力
方案二:Force- public var force:float = 1.0;
- public var simulateAccelerometer:boolean = false;
- function FixedUpdate () {
- var dir : Vector3 = Vector3.zero;
- if (simulateAccelerometer)
- {
- // using joystick input instead of iPhone accelerometer
- dir.x = Input.GetAxis("Horizontal");
- dir.y = Input.GetAxis("Vertical");
- }
- else
- {
- // we assume that device is held parallel to the ground
- // and Home button is in the right hand
-
- // remap device acceleration axis to game coordinates
- // 1) XY plane of the device is mapped onto XZ plane
- // 2) rotated 90 degrees around Y axis
- dir.x = Input.acceleration.y;
- dir.y = Input.acceleration.x;
-
- // clamp acceleration vector to unit sphere
- if (dir.sqrMagnitude > 1)
- dir.Normalize();
- }
-
- rigidbody.AddForce(dir * force);
- }
复制代码 个人感觉方案一操控起来比较灵活,反应灵敏。方案二操控起来具有惯性,缓冲明显。
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