我有一個由純代碼在腳本中生成的繩子來統一做一條釣魚線,這里的問題是當我把釣魚浮標放在繩索尖端時,繩索無限伸展,我想把浮標掛起來,我試著換了繩子長度和段尺寸,但它只是不斷拉伸,我也知道鉸鏈關節 2d 有另一種方式來自 Unity,但我認為它不夠現實,無法制作釣魚線
這是我的代碼:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class hiloCanya : MonoBehaviour
{
private LineRenderer lineRenderer;
private List<HiloSegmento> hiloSegmentos = new List<HiloSegmento>();
private float hiloSegLen = 0.25f;
private int segmentoLength = 35;
private float lineWidth = 0.05f;
[SerializeField] private Transform startPoint;
[SerializeField] private Transform endPoint;
// Use this for initialization
void Start()
{
this.lineRenderer = this.GetComponent<LineRenderer>();
Vector3 hiloStartPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
for (int i = 0; i < segmentoLength; i )
{
this.hiloSegmentos.Add(new HiloSegmento(hiloStartPoint));
hiloStartPoint.y -= hiloSegLen;
}
}
// Update is called once per frame
void Update()
{
this.DrawRope();
}
private void FixedUpdate()
{
this.Simulate();
}
private void Simulate()
{
// SIMULACION
Vector2 fuerzaGravedad = new Vector2(0f, -1.5f);
for (int i = 1; i < this.segmentoLength; i )
{
HiloSegmento primerSegmento = this.hiloSegmentos[i];
Vector2 velocidad = primerSegmento.posNow - primerSegmento.posOld;
primerSegmento.posOld = primerSegmento.posNow;
primerSegmento.posNow = velocidad;
primerSegmento.posNow = fuerzaGravedad * Time.fixedDeltaTime;
this.hiloSegmentos[i] = primerSegmento;
}
//CONSTRAINTS
for (int i = 0; i < 50; i )
{
this.ApplyConstraint();
}
}
private void ApplyConstraint()
{
//Constrant to Mouse
/* HiloSegmento primerSegmento = this.hiloSegmentos[0];
primerSegmento.posNow = Camera.main.ScreenToWorldPoint(Input.mousePosition);
this.hiloSegmentos[0] = primerSegmento; */
//objeto para el principio del hilo
HiloSegmento primerSegmento = this.hiloSegmentos[0];
primerSegmento.posNow = this.startPoint.position;
this.hiloSegmentos[0] = primerSegmento;
//objeto para el final del hilo
HiloSegmento finalSegmento = this.hiloSegmentos[this.segmentoLength - 1];
finalSegmento.posNow = this.endPoint.position;
this.hiloSegmentos[this.segmentoLength - 1] = finalSegmento;
for (int i = 0; i < this.segmentoLength - 1; i )
{
HiloSegmento primerSeg = this.hiloSegmentos[i];
HiloSegmento segundoSeg = this.hiloSegmentos[i 1];
float dist = (primerSeg.posNow - segundoSeg.posNow).magnitude;
float error = Mathf.Abs(dist - this.hiloSegLen);
Vector2 changeDir = Vector2.zero;
if (dist > hiloSegLen)
{
changeDir = (primerSeg.posNow - segundoSeg.posNow).normalized;
}
else if (dist < hiloSegLen)
{
changeDir = (segundoSeg.posNow - primerSeg.posNow).normalized;
}
Vector2 changeAmount = changeDir * error;
if (i != 0)
{
primerSeg.posNow -= changeAmount * 0.5f;
this.hiloSegmentos[i] = primerSeg;
segundoSeg.posNow = changeAmount * 0.5f;
this.hiloSegmentos[i 1] = segundoSeg;
}
else
{
segundoSeg.posNow = changeAmount;
this.hiloSegmentos[i 1] = segundoSeg;
}
}
}
private void DrawRope()
{
float lineWidth = this.lineWidth;
lineRenderer.startWidth = lineWidth;
lineRenderer.endWidth = lineWidth;
Vector3[] posicionesHilo = new Vector3[this.segmentoLength];
for (int i = 0; i < this.segmentoLength; i )
{
posicionesHilo[i] = this.hiloSegmentos[i].posNow;
}
lineRenderer.positionCount = posicionesHilo.Length;
lineRenderer.SetPositions(posicionesHilo);
}
public struct HiloSegmento
{
public Vector2 posNow;
public Vector2 posOld;
public HiloSegmento(Vector2 pos)
{
this.posNow = pos;
this.posOld = pos;
}
}
}
uj5u.com熱心網友回復:
您是否也嘗試過統一使用 Spring Joint,它可能足夠現實,您可以避免進行大量的硬編碼。
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