オブジェクトの質量(mass)を増加させる

mass(質量)を変化させる
using UnityEngine; using System.Collections; public class Ball : MonoBehaviour { private float move_spped = 5; private Rigidbody rb; public AudioClip coinGet; public float jumpSpeed; private bool isJumping = false; void Start () { // ★★ rb = GetComponent<Rigidbody>(); } void Update () { float moveH = Input.GetAxis("Horizontal"); float moveV = Input.GetAxis("Vertical"); Vector3 movement = new Vector3(moveH, 0.0f, moveV); rb.AddForce(movement * move_spped); if(Input.GetButtonDown("Jump") && isJumping == false){ rb.velocity = Vector3.up * jumpSpeed; isJumping = true; } } void OnTriggerEnter(Collider other){ if(other.CompareTag("Coin")){ // ★★ // コインを1枚取得するたびごとに「質量」を10ずつ増加させる。 rb.mass += 10; Destroy(other.gameObject); AudioSource.PlayClipAtPoint(coinGet, Camera.main.transform.position); } } void OnCollisionEnter(Collision other){ if(other.gameObject.CompareTag("Floor")){ isJumping = false; } } }
C#
Unity Code Memo
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mass(質量)を変化させる
using UnityEngine; using System.Collections; public class Ball : MonoBehaviour { private float move_spped = 5; private Rigidbody rb; public AudioClip coinGet; public float jumpSpeed; private bool isJumping = false; void Start () { // ★★ rb = GetComponent<Rigidbody>(); } void Update () { float moveH = Input.GetAxis("Horizontal"); float moveV = Input.GetAxis("Vertical"); Vector3 movement = new Vector3(moveH, 0.0f, moveV); rb.AddForce(movement * move_spped); if(Input.GetButtonDown("Jump") && isJumping == false){ rb.velocity = Vector3.up * jumpSpeed; isJumping = true; } } void OnTriggerEnter(Collider other){ if(other.CompareTag("Coin")){ // ★★ // コインを1枚取得するたびごとに「質量」を10ずつ増加させる。 rb.mass += 10; Destroy(other.gameObject); AudioSource.PlayClipAtPoint(coinGet, Camera.main.transform.position); } } void OnCollisionEnter(Collision other){ if(other.gameObject.CompareTag("Floor")){ isJumping = false; } } }
C#
オブジェクトの質量(mass)を増加させる