重力感应操控(unity iphone)
方案一:speed
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | public varsimulateAccelerometer:boolean = false;varspeed = 10.0;functionUpdate () {    vardir : 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
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 | public varforce:float = 1.0;public varsimulateAccelerometer:boolean = false;functionFixedUpdate () {    vardir : 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。
    失败是什么?没有什么,只是更走近成功一步;成功是什么?就是走过了所有通向失败的路,只剩下一条路,那就是成功的路。
 
                    
                     
                    
                 
                    
                 
                
            
         
 
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浙公网安备 33010602011771号