方案一:speed
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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
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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。