20231229H修改动画
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m_PrefabAsset: {fileID: 0}
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|
@ -3,48 +3,79 @@ using System.Collections;
|
|||
|
||||
public class SetParentScript : MonoBehaviour
|
||||
{
|
||||
// Assign these in the Inspector
|
||||
public GameObject objectA; // The object you want to become a child and to lock/unlock
|
||||
public GameObject objectB; // The object to become the parent
|
||||
public GameObject objectA; // 想要成为子对象并且锁定/解锁的对象
|
||||
public GameObject objectB; // 想要成为父对象的对象
|
||||
|
||||
private Rigidbody rbA; // Rigidbody of objectA
|
||||
// Adjustable positions and rotations
|
||||
public Vector3 positionOffset; // 调整的位置偏移量
|
||||
public Vector3 rotationOffset; // 调整的旋转偏移量
|
||||
|
||||
private Rigidbody rbA; // objectA的Rigidbody组件
|
||||
private Transform originalParent; // objectA的原始父对象
|
||||
private RigidbodyConstraints originalConstraints; // objectA原始的Rigidbody约束
|
||||
private Vector3 originalPosition; // objectA的原始位置
|
||||
private Quaternion originalRotation; // objectA的原始旋转
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// Check if objectA has a Rigidbody component
|
||||
// 获取objectA的Rigidbody组件
|
||||
rbA = objectA.GetComponent<Rigidbody>();
|
||||
if (rbA == null)
|
||||
{
|
||||
// Log an error if no Rigidbody is found
|
||||
Debug.LogError("No Rigidbody found on objectA");
|
||||
// 如果没有找到Rigidbody组件则记录错误
|
||||
Debug.LogError("没有在objectA上找到Rigidbody组件");
|
||||
return;
|
||||
}
|
||||
|
||||
// Lock the Rigidbody by setting constraints
|
||||
LockMotionAndRotation();
|
||||
// 保存objectA的原始父对象、位置、旋转和Rigidbody约束
|
||||
originalParent = objectA.transform.parent;
|
||||
originalPosition = objectA.transform.position;
|
||||
originalRotation = objectA.transform.rotation;
|
||||
originalConstraints = rbA.constraints;
|
||||
|
||||
// Call the methods after 3 seconds
|
||||
Invoke("SetParent", 3f);
|
||||
Invoke("UnlockMotionAndRotation", 3f);
|
||||
// 锁定Rigidbody并在3秒后改变父对象和解锁
|
||||
LockMotionAndRotation();
|
||||
Invoke("ChangeParentAndUnlock", 3f);
|
||||
}
|
||||
|
||||
void ChangeParentAndUnlock()
|
||||
{
|
||||
// 改变objectA的父对象并解锁Rigidbody
|
||||
SetParent();
|
||||
UnlockMotionAndRotation();
|
||||
}
|
||||
|
||||
// Method to set the new parent of the object
|
||||
void SetParent()
|
||||
{
|
||||
// Setting objectA as a child of objectB
|
||||
// 设置objectA为objectB的子对象
|
||||
objectA.transform.SetParent(objectB.transform);
|
||||
}
|
||||
|
||||
void LockMotionAndRotation()
|
||||
{
|
||||
// Lock position and rotation by setting constraints
|
||||
// 锁定位置和旋转通过设置Rigidbody的约束
|
||||
rbA.constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotation;
|
||||
}
|
||||
|
||||
void UnlockMotionAndRotation()
|
||||
{
|
||||
// Unlock all constraints to allow movement and rotation again
|
||||
// 解锁所有Rigidbody约束以允许再次移动和旋转
|
||||
rbA.constraints = RigidbodyConstraints.None;
|
||||
}
|
||||
|
||||
public void ResetToInitialState()
|
||||
{
|
||||
// 将objectA的父对象重置为其原始父对象
|
||||
objectA.transform.SetParent(originalParent);
|
||||
// 将objectA的位置重置为其原始位置并应用偏移量
|
||||
objectA.transform.position = originalPosition + positionOffset;
|
||||
// 将objectA的旋转重置为其原始旋转并应用偏移量
|
||||
objectA.transform.rotation = originalRotation * Quaternion.Euler(rotationOffset);
|
||||
// 将objectA的Rigidbody约束重置为最初的约束
|
||||
rbA.constraints = originalConstraints;
|
||||
|
||||
// 可选,重新锁定并准备在3秒后改变父对象和解锁
|
||||
LockMotionAndRotation();
|
||||
Invoke("ChangeParentAndUnlock", 3f);
|
||||
}
|
||||
}
|
||||
|
|
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|
@ -1,6 +0,0 @@
|
|||
{
|
||||
"process_id" : 5124,
|
||||
"version" : "2019.4.9f1",
|
||||
"app_path" : "D:/Unity/2019.4.9f1/Editor/Unity.exe",
|
||||
"app_contents_path" : "D:/Unity/2019.4.9f1/Editor/Data"
|
||||
}
|
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|
@ -1 +1 @@
|
|||
{"m_ExpandedPrefabGameObjectFileIDs":[],"m_ExpandedSceneGameObjectInstanceIDs":[-617052,-485238,-55030,-48636,-48624,-48616,-36344,-36324,-36078,-33370,-22538,-22528,-15810,-14838,-14826,-14800,-14770,-14742,-14738,-14458,-14442,-14362,-12356,-12310,-12152,-12102,-12090,-11228,-11214,-11186,-11174,-11164,-11026,-10868,-10860,-10840,-4364,-1184,18736,24988,25064,25614,25658,29190,30052,30948,33522,36084,36192,36770,36816,39684,40180,40264],"m_ScrollY":2791.0,"m_LastClickedFileID":0,"m_LastClickedInstanceID":33342}
|
||||
{"m_ExpandedPrefabGameObjectFileIDs":[],"m_ExpandedSceneGameObjectInstanceIDs":[],"m_ScrollY":0.0,"m_LastClickedFileID":0,"m_LastClickedInstanceID":0}
|
|
@ -1 +1 @@
|
|||
{"m_ExpandedPrefabGameObjectFileIDs":[],"m_ExpandedSceneGameObjectInstanceIDs":[-24304,-1184],"m_ScrollY":0.0,"m_LastClickedFileID":0,"m_LastClickedInstanceID":0}
|
||||
{"m_ExpandedPrefabGameObjectFileIDs":[],"m_ExpandedSceneGameObjectInstanceIDs":[],"m_ScrollY":0.0,"m_LastClickedFileID":0,"m_LastClickedInstanceID":0}
|
|
@ -1 +1 @@
|
|||
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":false,"pivot":{"x":-0.11478721350431442,"y":-0.0320139080286026,"z":-35.37715148925781},"rotation":{"x":-0.1563953310251236,"y":-0.7768510580062866,"z":0.21249434351921082,"w":-0.5717731714248657},"size":3.0982770919799806,"orthographic":false}
|
||||
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":false,"pivot":{"x":-94.65216064453125,"y":-95.95146942138672,"z":-25.940929412841798},"rotation":{"x":0.3323466181755066,"y":-0.4839622676372528,"z":0.2053948938846588,"w":0.7830454707145691},"size":70.7106704711914,"orthographic":false}
|
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|
@ -60,3 +60,5 @@ Cmd: compileSnippet
|
|||
api=4 type=0 insize=5528 outsize=1294 kw=UNITY_PASS_FORWARDADD DIRECTIONAL FOG_LINEAR pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING ok=1
|
||||
Cmd: compileSnippet
|
||||
api=4 type=1 insize=5528 outsize=978 kw=UNITY_PASS_FORWARDADD DIRECTIONAL FOG_LINEAR pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING ok=1
|
||||
|
||||
Quitting shader compiler process
|
||||
|
|
|
@ -1,2 +1,4 @@
|
|||
Base path: 'D:/Unity/2019.4.9f1/Editor/Data', plugins path 'D:/Unity/2019.4.9f1/Editor/Data/PlaybackEngines'
|
||||
Cmd: initializeCompiler
|
||||
|
||||
Quitting shader compiler process
|
||||
|
|
|
@ -1,2 +1,4 @@
|
|||
Base path: 'D:/Unity/2019.4.9f1/Editor/Data', plugins path 'D:/Unity/2019.4.9f1/Editor/Data/PlaybackEngines'
|
||||
Cmd: initializeCompiler
|
||||
|
||||
Quitting shader compiler process
|
||||
|
|
|
@ -1,2 +1,4 @@
|
|||
Base path: 'D:/Unity/2019.4.9f1/Editor/Data', plugins path 'D:/Unity/2019.4.9f1/Editor/Data/PlaybackEngines'
|
||||
Cmd: initializeCompiler
|
||||
|
||||
Quitting shader compiler process
|
||||
|
|
|
@ -1,2 +1,4 @@
|
|||
Base path: 'D:/Unity/2019.4.9f1/Editor/Data', plugins path 'D:/Unity/2019.4.9f1/Editor/Data/PlaybackEngines'
|
||||
Cmd: initializeCompiler
|
||||
|
||||
Quitting shader compiler process
|
||||
|
|
|
@ -1,2 +1,4 @@
|
|||
Base path: 'D:/Unity/2019.4.9f1/Editor/Data', plugins path 'D:/Unity/2019.4.9f1/Editor/Data/PlaybackEngines'
|
||||
Cmd: initializeCompiler
|
||||
|
||||
Quitting shader compiler process
|
||||
|
|
|
@ -1,2 +1,4 @@
|
|||
Base path: 'D:/Unity/2019.4.9f1/Editor/Data', plugins path 'D:/Unity/2019.4.9f1/Editor/Data/PlaybackEngines'
|
||||
Cmd: initializeCompiler
|
||||
|
||||
Quitting shader compiler process
|
||||
|
|
|
@ -1,2 +1,4 @@
|
|||
Base path: 'D:/Unity/2019.4.9f1/Editor/Data', plugins path 'D:/Unity/2019.4.9f1/Editor/Data/PlaybackEngines'
|
||||
Cmd: initializeCompiler
|
||||
|
||||
Quitting shader compiler process
|
||||
|
|
Loading…
Reference in New Issue