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D46_Force applied to rigid body
2022-08-05 06:32:00 【It's not that simple GG】
Rigidbody r;public int F;private void Start(){r = GetComponent();r.AddForce(Vector3.forward * F, ForceMode.Force);//v = f*t/m;//Add a continuous force and use mass//Objects of different masses move at different speeds//The object eventually moves at a uniform speed, and the speed is related to the magnitude of the force and the mass of the rigid bodyr.AddForce(Vector3.forward * F, ForceMode.Impulse);//v = f*t/m;//Add a momentary force and use mass//Objects of different masses move at different speeds//The object eventually moves at a uniform speed, and the speed is related to the magnitude of the force and the mass of the rigid bodyr.AddForce(Vector3.forward * F, ForceMode.VelocityChange);//v = f*t/m;//Add a momentary force, ignoring mass//The object eventually moves at a uniform speed, and the speed is only affected by the magnitude of the forcer.AddForce(Vector3.forward * F, ForceMode.Acceleration);//v = f*t/m;//Add a continuous force, ignoring mass//The object eventually moves at a uniform speed, and the speed is only affected by the magnitude of the forcer.AddTorque(Vector3.forward * F, ForceMode.Force);//Add torque (world orientation)r.AddRelativeForce(Vector3.forward * F, ForceMode.Force);//Add force (self direction)r.AddRelativeTorque(Vector3.forward * F, ForceMode.Force);//Add torque (self direction)}
A question:
Requires a bomb explosion effect
public float radius;public float force;void Update(){if (Input.GetKeyDown(KeyCode.Space)){//Find all Colliders within the explosion range and add a Layer to the objects that need to add forceCollider[] col=Physics.OverlapSphere(transform.position,radius,1<<8);for (int i = 0; i < col.Length; i++){// Find the direction between the bomb and each game objectVector3 dir = (col[i].transform.position - transform.position).normalized;//Maximum explosive force closest to the bomb = force Minimum force away from the bomb beyond radius (explosion radius) = 0//The farther the distance is, the smaller the impact force the game object receives. The greater the distance, the smaller the t.float t = 1 - (Vector3.Distance(transform.position,col[i].transform.position)/radius);//t is limited between 0 and 1t=Mathf.Clamp(t,0,1);float finalForce = Mathf.Lerp(0,force,t);//Add an instantaneous, mass-influenced forcecol[i].GetComponent().AddForce(dir*finalForce,ForceMode.Impulse);}}}
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