Physics









How do I use Physics
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: Demo2DJumpAndRun.cs Copy
6     void OnJoinedRoom()
7     {
8         if( PhotonNetwork.isMasterClient == false )
9         {
10             return;
11         }
12
13         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 5.5f, 0 ), Quaternion.identity, 0, null );
14         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 4.5f, 0 ), Quaternion.identity, 0, null );
15         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 3.5f, 0 ), Quaternion.identity, 0, null );
16
17         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 5.5f, 0 ), Quaternion.identity, 0, null );
18         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 4.5f, 0 ), Quaternion.identity, 0, null );
19         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 3.5f, 0 ), Quaternion.identity, 0, null );
20     }
File name: JumpAndRunMovement.cs Copy
94     void UpdateIsGrounded()
95     {
96         Vector2 position = new Vector2( transform.position.x, transform.position.y );
97
98         RaycastHit2D hit = Physics2D.Raycast( position, -Vector2.up, 0.1f, 1 << LayerMask.NameToLayer( "Ground" ) );
99
100         m_IsGrounded = hit.collider != null;
101         m_Animator.SetBool( "IsGrounded", m_IsGrounded );
102     }
File name: HubGui.cs Copy
28     void OnGUI()
29     {
30         GUI.skin = this.Skin;
31         GUILayout.Space(10);
32
33         GUILayout.BeginHorizontal();
34         GUILayout.Space(10);
35         scrollPos = GUILayout.BeginScrollView(scrollPos, GUILayout.Width(320));
36
37         GUILayout.Label("Basics", m_Headline);
38         if (GUILayout.Button("Demo Boxes", GUILayout.Width(280)))
39         {
40             demoDescription = "Demo Boxes\n\nUses ConnectAndJoinRandom script.\n(joins a random room or creates one)\n\nInstantiates simple prefab.\nSynchronizes positions without smoothing.";
41             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoBoxes-Scene" };
42         }
43         if (GUILayout.Button("Demo Worker", GUILayout.Width(280)))
44         {
45             demoDescription = "Demo Worker\n\nJoins the default lobby and shows existing rooms.\nLets you create or join a room.\nInstantiates an animated character.\nSynchronizes position and animation state of character with smoothing.\nImplements simple in-room Chat via RPC calls.";
46             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoWorker-Scene" };
47         }
48         if (GUILayout.Button("Movement Smoothing", GUILayout.Width(280)))
49         {
50             demoDescription = "Movement Smoothing\n\nUses ConnectAndJoinRandom script.\nShows several basic ways to update positions of remote objects.";
51             demoBtn = new DemoBtn() { Text = "Start", Link = "DemoSynchronization-Scene" };
52         }
53
54         GUILayout.Label("Advanced", m_Headline);
55         if (GUILayout.Button("Ownership Transfer", GUILayout.Width(280)))
56         {
57             demoDescription = "Ownership Transfer\n\nShows how to transfer the ownership of a PhotonView.\nThe owner will send position updates of the GameObject.\nTransfer can be edited per PhotonView and set to Fixed (no transfer), Request (owner has to agree) or Takeover (owner can't object).";
58             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChangeOwner-Scene" };
59             this.webLink = new DemoBtn();
60         }
61         if (GUILayout.Button("Pickup, Teams, Scores", GUILayout.Width(280)))
62         {
63             demoDescription = "Pickup, Teams, Scores\n\nUses ConnectAndJoinRandom script.\nImplements item pickup with RPCs.\nUses Custom Properties for Teams.\nCounts score per player and team.\nUses PhotonPlayer extension methods for easy Custom Property access.";
64             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoPickup-Scene" };
65             this.webLink = new DemoBtn();
66         }
67
68         GUILayout.Label("Feature Demos", m_Headline);
69         if (GUILayout.Button("Chat", GUILayout.Width(280)))
70         {
71             demoDescription = "Chat\n\nUses the Chat API (now part of PUN).\nSimple UI.\nYou can enter any User ID.\nAutomatically subscribes some channels.\nAllows simple commands via text.\n\nRequires configuration of Chat App ID in scene.";
72             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoChat-Scene" };
73             this.webLink = new DemoBtn();
74         }
75         if (GUILayout.Button("RPG Movement", GUILayout.Width(280)))
76         {
77             demoDescription = "RPG Movement\n\nDemonstrates how to use the PhotonTransformView component to synchronize position updates smoothly using inter- and extrapolation.\n\nThis demo also shows how to setup a Mecanim Animator to update animations automatically based on received position updates (without sending explicit animation updates).";
78             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoRPGMovement-Scene" };
79             this.webLink = new DemoBtn();
80         }
81         if (GUILayout.Button("Mecanim Animations", GUILayout.Width(280)))
82         {
83             demoDescription = "Mecanim Animations\n\nThis demo shows how to use the PhotonAnimatorView component to easily synchronize Mecanim animations.\n\nIt also demonstrates another feature of the PhotonTransformView component which gives you more control how position updates are inter-/extrapolated by telling the component how fast the object moves and turns using SetSynchronizedValues().";
84             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoMecanim-Scene" };
85             this.webLink = new DemoBtn();
86         }
87         if (GUILayout.Button("2D Game", GUILayout.Width(280)))
88         {
89             demoDescription = "2D Game Demo\n\nSynchronizes animations, positions and physics in a 2D scene.";
90             this.demoBtn = new DemoBtn() { Text = "Start", Link = "Demo2DJumpAndRunWithPhysics-Scene" };
91             this.webLink = new DemoBtn();
92         }
93         if (GUILayout.Button("Friends & Authentication", GUILayout.Width(280)))
94         {
95             demoDescription = "Friends & Authentication\n\nShows connect with or without (server-side) authentication.\n\nAuthentication requires minor server-side setup (in Dashboard).\n\nOnce connected, you can find (made up) friends.\nJoin a room just to see how that gets visible in friends list.";
96             this.demoBtn = new DemoBtn() { Text = "Start", Link = "DemoFriends-Scene" };
97             this.webLink = new DemoBtn();
98         }
99
100         GUILayout.Label("Tutorial", m_Headline);
101         if (GUILayout.Button("Marco Polo Tutorial", GUILayout.Width(280)))
102         {
103             demoDescription = "Marco Polo Tutorial\n\nFinal result you could get when you do the Marco Polo Tutorial.\nSlightly modified to be more compatible with this package.";
104             this.demoBtn = new DemoBtn() { Text = "Start", Link = "MarcoPolo-Scene" };
105             this.webLink = new DemoBtn() { Text = "Open Tutorial (www)", Link = "http://tinyurl.com/nmylf44" };
106         }
107         GUILayout.EndScrollView();
108
109         GUILayout.BeginVertical(GUILayout.Width(Screen.width - 345));
110         GUILayout.Label(demoDescription);
111         GUILayout.Space(10);
112         if (!string.IsNullOrEmpty(this.demoBtn.Text))
113         {
114             if (GUILayout.Button(this.demoBtn.Text))
115             {
116                 Application.LoadLevel(this.demoBtn.Link);
117             }
118         }
119         if (!string.IsNullOrEmpty(this.webLink.Text))
120         {
121             if (GUILayout.Button(this.webLink.Text))
122             {
123                 Application.OpenURL(this.webLink.Link);
124             }
125         }
126         GUILayout.EndVertical();
127
128
129         GUILayout.EndHorizontal();
130     }
File name: ClickDetector.cs Copy
27     private GameObject RaycastObject(Vector2 screenPos)
28     {
29         RaycastHit info;
30         #if UNITY_3_5
31         Camera cam = Camera.mainCamera;
32         #else
33         Camera cam = Camera.main;
34         #endif
35
36         if (Physics.Raycast(cam.ScreenPointToRay(screenPos), out info, 200))
37         {
38             return info.collider.gameObject;
39         }
40
41         return null;
42     }
File name: InputToEvent.cs Copy
104     private GameObject RaycastObject( Vector2 screenPos )
105     {
106         RaycastHit info;
107         if( Physics.Raycast( m_Camera.ScreenPointToRay( screenPos ), out info, 200 ) )
108         {
109             inputHitPos = info.point;
110             return info.collider.gameObject;
111         }
112
113         return null;
114     }
File name: Finder.cs Copy
8  public static GameObject RayHitFromScreen(Vector3 hitPosition) {
9   Ray ray = Converter.ScreenPointToRay(hitPosition);
10   RaycastHit hit;
11   if (Physics.Raycast(ray, out hit, float.PositiveInfinity, GameManager.Instance.CLickableMask)) {
12      return hit.transform.gameObject;
13   }
14
15   return null;
16  }
File name: Finder.cs Copy
26  public static IClickable IClickableRayHitFromScreen(Vector3 hitPosition) {
27   Ray ray = Converter.ScreenPointToRay(hitPosition);
28   RaycastHit hit;
29   if (Physics.Raycast(ray, out hit, float.PositiveInfinity, GameManager.Instance.CLickableMask)) {
30    return hit.transform.gameObject.GetComponent(typeof(IClickable)) as IClickable;
31   }
32
33   return null;
34  }
File name: PlayerMoveScript.cs Copy
50  void Update () {
51
52   grounded = Physics2D.OverlapCircle(groundCheck.position, groundChecked, isGround);
53
54   if(transform.position.x > speedCount) {
55    speedCount += speedIncrease;
56    speedIncrease = speedIncrease * speedMultiplier;
57    moveSpeed = moveSpeed * speedMultiplier;
58   }
59
60   rigidbody.velocity = new Vector2 (moveSpeed, rigidbody.velocity.y);
61
62   if(Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) {
63
64    if(grounded) {
65     rigidbody.velocity = new Vector2 (rigidbody.velocity.x, jumpForce);
66     anim.SetTrigger ("Jump");
67     stopJumping = false;
68    }
69   }
70
71   if((Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0)) && !stopJumping) {
72    if(jumpTimeCounter > 0) {
73     rigidbody.velocity = new Vector2 (rigidbody.velocity.x, jumpForce);
74     jumpTimeCounter -= Time.deltaTime;
75    }
76   }
77
78   if(Input.GetKeyUp (KeyCode.Space) || Input.GetMouseButtonUp(0)) {
79    jumpTimeCounter = 0;
80    stopJumping = true;
81   }
82
83   if(grounded) {
84    jumpTimeCounter = jumpTime;
85   }
86
87
88   scoreCount += pointsPerSeconds = Time.deltaTime;
89
90   if(scoreCount > highScoreCount) {
91    highScoreCount = scoreCount;
92
93   }
94   scoreText.text = "Score: " + Mathf.Round(scoreCount);
95
96  }
File name: PlayerCtrl.cs Copy
37     void Update () {
38         isGrounded = Physics2D.OverlapBox(new Vector2(feet.position.x, feet.position.y), new Vector2(boxWidth, boxHeight), 360.0f, whatIsGround);
39
40         float playerSpeed = Input.GetAxisRaw("Horizontal"); // value will be 1, -1 or 0
41
42         playerSpeed *= speedBoost;
43
44         if (playerSpeed != 0)
45             MovePlayer(playerSpeed);
46         else
47             StopMoving();
48
49         if (Input.GetButtonDown("Jump"))
50             Jump();
51
52         if (Input.GetButtonDown("Fire1"))
53         {
54             FireBullets();
55         }
56
57         ShowFalling();
58
59         if (leftPressed)
60             MovePlayer(-speedBoost);
61
62         if (rightPressed)
63             MovePlayer(speedBoost);
64     }
File name: Cannon.cs Copy
63  void TouchCannonShoot(){
64   if(Input.touchCount > 0){
65    Touch touch = Input.GetTouch (0);
66
67    touchPos = Camera.main.ScreenToWorldPoint (touch.position);
68
69    Vector2 touchRayHit = new Vector2 (touchPos.x, touchPos.y);
70
71    RaycastHit2D hit = Physics2D.Raycast (touchRayHit , Vector2.zero);
72
73    if(hit.collider != null){
74     if(hit.collider.CompareTag("Player")){
75      if(touch.phase == TouchPhase.Stationary){
76       if (shot != 0) {
77        UpdatePowerLevel ();
78        isCharging = true;
79       }
80      }else if(touch.phase == TouchPhase.Ended){
81       if (shot != 0) {
82        GameObject newCannonBullet = Instantiate (cannonBullet, cannonTip.position, Quaternion.identity) as GameObject;
83        newCannonBullet.transform.GetComponent ().AddForce (cannonTip.right * powerLevel.value, ForceMode2D.Impulse);
84        if (GameController.instance != null && MusicController.instance != null) {
85         if (GameController.instance.isMusicOn) {
86          audioSource.PlayOneShot (cannonShot);
87         }
88        }
89        shot--;
90        powerLevel.value = 0;
91        readyToShoot = false;
92        isCharging = false;
93       }
94      }
95     }
96    }
97
98    /*if(touch.phase == TouchPhase.Stationary){
99     if (shot != 0) {
100      UpdatePowerLevel ();
101     }
102    }else if(touch.phase == TouchPhase.Ended){
103     if (shot != 0) {
104      GameObject newCannonBullet = Instantiate (cannonBullet, cannonTip.position, Quaternion.identity) as GameObject;
105      newCannonBullet.transform.GetComponent ().AddForce (cannonTip.right * powerLevel.value, ForceMode2D.Impulse);
106      if (GameController.instance != null && MusicController.instance != null) {
107       if (GameController.instance.isMusicOn) {
108        audioSource.PlayOneShot (cannonShot);
109       }
110      }
111      shot--;
112      powerLevel.value = 0;
113      readyToShoot = false;
114     }
115    }*/
116
117   }
118  }

Download file with original file name:Physics

Physics 105 lượt xem

Gõ tìm kiếm nhanh...