我刚刚完成了一个BreakOut风格的游戏,但有一个错误,有时球被粘在地图的边缘,没有方向或速度,如屏幕截图所示。
我所看到的是,当球完全失去轨迹或速度,但不能解决错误时,就会发生这种情况。
我的代码
public class Ball : MonoBehaviour
{
[SerializeField] Rigidbody2D rigidbody2D;
Vector2 moveDirection;
Vector2 currentVelocity;
float velocity=10;
//GameManager gameManager;
Transform paddle;
[SerializeField] AudioController audioController;
[SerializeField] AudioClip bounceSfx;
[SerializeField] AudioClip dieSfx;
public bool superBall;
[SerializeField] float superBallTime=10;
[SerializeField]float yMinSpeed = 10;
[SerializeField]TrailRenderer trailRenderer;
public bool SuperBall
{
get=> superBall;
set{
superBall=value;
if(superBall)
StartCoroutine(ResetSuperBall());
}
}
// Start is called before the first frame update
void Start()
{
//rigidbody2D = GetComponent<Rigidbody2D>();
//rigidbody2D.velocity = Vector2.up*velocity*Time.deltaTime;
GameManager.Instance = FindObjectOfType<GameManager>();
paddle = transform.parent;
}
// Update is called once per frame
void Update()
{
currentVelocity = rigidbody2D.velocity;
if (Mathf.Abs(currentVelocity.y) < 3 && Mathf.Abs(currentVelocity.y) < 3 && GameManager.Instance.ballOnGame)
{
velocity = 10;
rigidbody2D.velocity = Vector2.up * velocity ;
}
if (Mathf.Abs(currentVelocity.y) + Mathf.Abs(currentVelocity.y) < 10 && GameManager.Instance.ballOnGame)
{
velocity = 10;
rigidbody2D.velocity = Vector2.up * velocity ;
}
if (velocity <10 && GameManager.Instance.ballOnGame)
{
velocity = 10;
rigidbody2D.velocity = Vector2.up * velocity ;
}
if ((Input.GetKey(KeyCode.W) && GameManager.Instance.ballOnGame == false)||(Input.GetKey(KeyCode.Space) && GameManager.Instance.ballOnGame == false))
{
rigidbody2D.velocity = Vector2.up * velocity ;
transform.parent = null;
GameManager.Instance.ballOnGame = true;
rigidbody2D.isKinematic = false;
rigidbody2D.AddForce(new Vector3(velocity, velocity, 0));
if (!GameManager.Instance.GameStarted)
{
GameManager.Instance.GameStarted = true;
}
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.transform.CompareTag("Brick") && superBall)
{
rigidbody2D.velocity = currentVelocity;
return;
}
moveDirection=Vector2.Reflect(currentVelocity,collision.GetContact(0).normal);
if (Mathf.Abs(moveDirection.y) < yMinSpeed)
{
//permitir velocidad minima
moveDirection.y = yMinSpeed*Mathf.Sign(moveDirection.y);
}
rigidbody2D.velocity=moveDirection;
audioController.PlaySfx(bounceSfx);
if (collision.transform.CompareTag("BottomLimit"))
{
if(GameManager.Instance != null)
{
GameManager.Instance.PlayerLives--;
audioController.PlayDie(dieSfx);
if (GameManager.Instance.PlayerLives > 0)
{
rigidbody2D.velocity = Vector2.zero;
transform.SetParent(paddle);
transform.localPosition = new Vector2(0, 0.65f);
GameManager.Instance.ballOnGame = false;
}
}
}
}
IEnumerator ResetSuperBall()
{
trailRenderer.enabled = true;
yield return new WaitForSeconds(superBallTime);
trailRenderer.enabled = false;
GameManager.Instance.powerIsActive = false;
superBall = false;
}
}发布于 2022-08-04 14:19:50
这是低速刚体常见的问题。物理引擎实现了一个Physics2D.velocityThreshold,它旨在抑制缓慢的反弹,并使一堆刚体平静下来。
velocityThreshold的默认值是1,这意味着速度较慢的x或y分量将被累加到0。
要解决此问题,只需将值降低到0.001。您可以在位于Edit->ProjectSettings->Physics2d的Physcs2d选项卡中执行此操作。
https://stackoverflow.com/questions/73230389
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