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);
}

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);
}

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。

相关文章:

  • 2021-07-03
  • 2021-07-17
  • 2022-01-14
  • 2022-12-23
  • 2022-12-23
  • 2022-01-13
  • 2021-12-20
  • 2021-07-03
猜你喜欢
  • 2022-12-23
  • 2021-05-04
  • 2021-11-21
  • 2021-09-21
  • 2021-10-19
  • 2021-09-15
相关资源
相似解决方案