本文整理汇总了C#中UnityEngine.Rigidbody.WakeUp方法的典型用法代码示例。如果您正苦于以下问题:C# Rigidbody.WakeUp方法的具体用法?C# Rigidbody.WakeUp怎么用?C# Rigidbody.WakeUp使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.Rigidbody
的用法示例。
在下文中一共展示了Rigidbody.WakeUp方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Start
private void Start()
{
r = GetComponent<Rigidbody>();
if (r)
{
r.WakeUp();
r.useGravity = false;
r.freezeRotation = true;
r.isKinematic = false;
}
}
示例2: enableRigidBody
void enableRigidBody(Rigidbody p_rbody)
{
p_rbody.isKinematic = false;
p_rbody.detectCollisions = true;
p_rbody.WakeUp();
}
示例3: OnEnable
protected virtual void OnEnable()
{
_frame = Random.Range(0, Interval);
_interval = Interval;
Rigidbody = GetComponentInParent<Rigidbody>();
Rigidbody.WakeUp();
}
示例4: ThrowOrStoreItem
void ThrowOrStoreItem()
{
Vector3 resultingDirection = (item.transform.position - previousItemPosition);
// To track if handmovement is quick enough that the player wants to throw
float maxThrowForce = Mathf.Abs(Mathf.Max(resultingDirection.x, resultingDirection.y, resultingDirection.z)) * 10.0f;
//Debug.Log(maxThrowForce);
if(inventory.isItemTouchingInventory(item.gameObject) && maxThrowForce < 0.2f)
{
inventory.storeItem(item, itemIsUsable, itemParent);
}
else
{
//print ("ThrowItem() called!");
itemRigid = item.GetComponent<Rigidbody>();
itemRigid.isKinematic = false;
if(itemRigid.IsSleeping())
{
itemRigid.WakeUp();
}
itemRigid.AddForce(resultingDirection * 1/Time.deltaTime * 1.4f,ForceMode.VelocityChange);
/*
if(maxThrowForce < .3f)
{
itemRigid.AddForce(resultingDirection * 1/Time.deltaTime,ForceMode.VelocityChange);
}
else
{
itemRigid.AddForce(resultingDirection * 1/Time.deltaTime * 2.0f,ForceMode.VelocityChange);
}
*/
//print ("Added Force!");
Collider[] colliders = item.GetComponents<Collider>();
for(int i=0; i<colliders.Length; i++)
{
colliders[i].isTrigger = false;
}
if(itemParent != null)
{
if(!itemParent.Equals(hand.transform) || !item.transform.parent.name.Contains("unterarm"))
{
//print("Parent ist not hand");
item.transform.parent = itemParent;
}
}
else
{
item.transform.parent = null;
}
if (itemIsUsable)
{
item.layer = 14;
}
else
{
item.layer = 9;
}
CheckItemUnderWorld();
}
if(itemIsUsable)
{
itemClass.OnDeequip();
itemClass = null;
}
item = null;
itemIsInHand = false;
itemIsUsable = false;
}