У нас возникла небольшая проблема с Floating Origin и Edy's Vehicle Physics. Дело в том, что когда срабатывает Floating, физика Edy сильно «психует» Машину подкидывает, либо начинает крутить. Я нашла на форуме возможное решение, Код:
var v = rb.velocity;
var av = rb.angularVelocity;
rb.Sleep();
go.SetActive(false);
go.transform.position += offset;
go.SetActive(true);
rb.velocity = v;
rb.angularVelocity = av;
Но в силу того что я не сильна в программировании, то не понимаю как и куда применить кусочек кода. Я пыталась реализовать данный фрагмент кода в самом скрипте Floating Origin, но ничего не поменялось. Мои попытки решения: (только не ругайте сильно, я мало что знаю в программировании)
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using VehiclePhysics;
using EdyCommonTools;
using System.ComponentModel;
using UnityEngine.Serialization;
namespace VehiclePhysics
{
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Vehicle Physics/Vehicle Controller", -21)]
public class FloatingOrigin : MonoBehaviour
{
public float threshold = 100.0f;
public float physicsThreshold = 1000.0f; // Set to zero to disable
private RigidBody rb;
private GameObject go;
void Awake()
{
var v = rb.velocity;
var av = rb.angularVelocity;
rb.Sleep();
go.SetActive(false);
go.transform.position += Offset;
go.SetActive(true);
rb.velocity = v;
rb.angularVelocity = av;
}
#if OLD_PHYSICS
public float defaultSleepVelocity = 0.14f;
public float defaultAngularVelocity = 0.14f;
#else
public float defaultSleepThreshold = 0.14f;
#endif
ParticleSystem.Particle[] parts = null;
private UnityEngine.Object[] objects;
private Vector3 Offset;
void LateUpdate()
{
Vector3 cameraPosition = gameObject.transform.position;
cameraPosition.y = 0f;
if (cameraPosition.magnitude > threshold)
{
for (int z = 0; z < SceneManager.sceneCount; z++)
{
foreach (GameObject g in SceneManager.GetSceneAt(z).GetRootGameObjects())
{
g.transform.position -= cameraPosition;
}
}
//Object[] objects = FindObjectsOfType(typeof(Transform));
//foreach (Object o in objects)
//{
// Transform t = (Transform)o;
// if (t.parent == null)
// {
// t.position -= cameraPosition;
// }
//}
#if SUPPORT_OLD_PARTICLE_SYSTEM
// move active particles from old Unity particle system that are active in world space
objects = FindObjectsOfType(typeof(ParticleEmitter));
foreach (Object o in objects)
{
ParticleEmitter pe = (ParticleEmitter)o;
// if the particle is not in world space, the logic above should have moved them already
if (!pe.useWorldSpace)
continue;
Particle[] emitterParticles = pe.particles;
for(int i = 0; i < emitterParticles.Length; ++i)
{
emitterParticles[i].position -= cameraPosition;
}
pe.particles = emitterParticles;
}
#endif
// new particles... very similar to old version above
objects = FindObjectsOfType(typeof(ParticleSystem));
foreach (UnityEngine.Object o in objects)
{
ParticleSystem sys = (ParticleSystem)o;
if (sys.simulationSpace != ParticleSystemSimulationSpace.World)
continue;
int particlesNeeded = sys.maxParticles;
if (particlesNeeded <= 0)
continue;
bool wasPaused = sys.isPaused;
bool wasPlaying = sys.isPlaying;
if (!wasPaused)
sys.Pause();
// ensure a sufficiently large array in which to store the particles
if (parts == null || parts.Length < particlesNeeded)
{
parts = new ParticleSystem.Particle[particlesNeeded];
}
// now get the particles
int num = sys.GetParticles(parts);
for (int i = 0; i < num; i++)
{
parts[i].position -= cameraPosition;
}
sys.SetParticles(parts, num);
if (wasPlaying)
sys.Play();
}
if (physicsThreshold > 0f)
{
float physicsThreshold2 = physicsThreshold * physicsThreshold; // simplify check on threshold
objects = FindObjectsOfType(typeof(Rigidbody));
foreach (UnityEngine.Object o in objects)
{
Rigidbody r = (Rigidbody)o;
if (r.gameObject.transform.position.sqrMagnitude > physicsThreshold2)
{
#if OLD_PHYSICS
r.sleepAngularVelocity = float.MaxValue;
r.sleepVelocity = float.MaxValue;
#else
r.sleepThreshold = float.MaxValue;
#endif
}
else
{
#if OLD_PHYSICS
r.sleepAngularVelocity = defaultSleepVelocity;
r.sleepVelocity = defaultAngularVelocity;
#else
r.sleepThreshold = defaultSleepThreshold;
#endif
}
}
}
}
}
}
}
Может, кто наставит меня на путь истинный, подскажет, как и куда вставить данный фрагмент кода. Для полной картины записала видео "психов" физики Edy со скриптом FloatingOrigin https://vk.com/videos603696121?z=video603696121_456239020%2Fpl_603696121_-2
Если по простому то поменять название метода Awake на FixedUpdate
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using VehiclePhysics;
using EdyCommonTools;
using System.ComponentModel;
using UnityEngine.Serialization;
namespace VehiclePhysics
{
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Vehicle Physics/Vehicle Controller", -21)]
public class FloatingOrigin : MonoBehaviour
{
public float threshold = 100.0f;
public float physicsThreshold = 1000.0f; // Set to zero to disable
private RigidBody rb;
private GameObject go;
void FixedUpdate()
{
var v = rb.velocity;
var av = rb.angularVelocity;
rb.Sleep();
go.SetActive(false);
go.transform.position += Offset;
go.SetActive(true);
rb.velocity = v;
rb.angularVelocity = av;
}
#if OLD_PHYSICS
public float defaultSleepVelocity = 0.14f;
public float defaultAngularVelocity = 0.14f;
#else
public float defaultSleepThreshold = 0.14f;
#endif
ParticleSystem.Particle[] parts = null;
private UnityEngine.Object[] objects;
private Vector3 Offset;
void LateUpdate()
{
Vector3 cameraPosition = gameObject.transform.position;
cameraPosition.y = 0f;
if (cameraPosition.magnitude > threshold)
{
for (int z = 0; z < SceneManager.sceneCount; z++)
{
foreach (GameObject g in SceneManager.GetSceneAt(z).GetRootGameObjects())
{
g.transform.position -= cameraPosition;
}
}
//Object[] objects = FindObjectsOfType(typeof(Transform));
//foreach (Object o in objects)
//{
// Transform t = (Transform)o;
// if (t.parent == null)
// {
// t.position -= cameraPosition;
// }
//}
#if SUPPORT_OLD_PARTICLE_SYSTEM
// move active particles from old Unity particle system that are active in world space
objects = FindObjectsOfType(typeof(ParticleEmitter));
foreach (Object o in objects)
{
ParticleEmitter pe = (ParticleEmitter)o;
// if the particle is not in world space, the logic above should have moved them already
if (!pe.useWorldSpace)
continue;
Particle[] emitterParticles = pe.particles;
for(int i = 0; i < emitterParticles.Length; ++i)
{
emitterParticles[i].position -= cameraPosition;
}
pe.particles = emitterParticles;
}
#endif
// new particles... very similar to old version above
objects = FindObjectsOfType(typeof(ParticleSystem));
foreach (UnityEngine.Object o in objects)
{
ParticleSystem sys = (ParticleSystem)o;
if (sys.simulationSpace != ParticleSystemSimulationSpace.World)
continue;
int particlesNeeded = sys.maxParticles;
if (particlesNeeded <= 0)
continue;
bool wasPaused = sys.isPaused;
bool wasPlaying = sys.isPlaying;
if (!wasPaused)
sys.Pause();
// ensure a sufficiently large array in which to store the particles
if (parts == null || parts.Length < particlesNeeded)
{
parts = new ParticleSystem.Particle[particlesNeeded];
}
// now get the particles
int num = sys.GetParticles(parts);
for (int i = 0; i < num; i++)
{
parts[i].position -= cameraPosition;
}
sys.SetParticles(parts, num);
if (wasPlaying)
sys.Play();
}
if (physicsThreshold > 0f)
{
float physicsThreshold2 = physicsThreshold * physicsThreshold; // simplify check on threshold
objects = FindObjectsOfType(typeof(Rigidbody));
foreach (UnityEngine.Object o in objects)
{
Rigidbody r = (Rigidbody)o;
if (r.gameObject.transform.position.sqrMagnitude > physicsThreshold2)
{
#if OLD_PHYSICS
r.sleepAngularVelocity = float.MaxValue;
r.sleepVelocity = float.MaxValue;
#else
r.sleepThreshold = float.MaxValue;
#endif
}
else
{
#if OLD_PHYSICS
r.sleepAngularVelocity = defaultSleepVelocity;
r.sleepVelocity = defaultAngularVelocity;
#else
r.sleepThreshold = defaultSleepThreshold;
#endif
}
}
}
}
}
}
}
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