第一种,通过transform.Translate移动
public class MoveTest01 : MonoBehaviour {
public GameObject cube;
void Update () {
if (Input.GetKey(KeyCode.W))
{
cube.transform.Translate(Vector3.forward * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S))
{
cube.transform.Translate(Vector3.back * Time.deltaTime);
}
if (Input.GetKey(KeyCode.A))
{
cube.transform.Translate(Vector3.left * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D))
{
cube.transform.Translate(Vector3.right * Time.deltaTime);
}
}
}
第二种,通过给Rigdbody添加一个力来实现移动
public class MoveTest02 : MonoBehaviour {
//这个方法会受到物理因素的影响
public GameObject sphere;
public Rigidbody sphereRigdbody;
void Update () {
if (Input.GetKey(KeyCode.W))
{
sphereRigdbody.AddForce(Vector3.forward*15f*Time.deltaTime, ForceMode.Impulse);
}
if (Input.GetKey(KeyCode.S))
{
sphereRigdbody.AddForce(Vector3.back*15f * Time.deltaTime, ForceMode.Impulse);
}
if (Input.GetKey(KeyCode.A))
{
sphereRigdbody.AddForce(Vector3.left*15f * Time.deltaTime, ForceMode.Impulse);
}
if (Input.GetKey(KeyCode.D))
{
sphereRigdbody.AddForce(Vector3.right*15f * Time.deltaTime, ForceMode.Impulse);
}
}
}
第三种,通过获取水平轴和垂直轴来移动
public class MoveTest03 : MonoBehaviour {
public int speed = 5;
public float H;
public float V;
void Update () {
H = Input.GetAxis("Horizontal") * Time.deltaTime * speed;
V = Input.GetAxis("Vertical") * Time.deltaTime * speed;
this.gameObject.transform.Translate(H, 0, V);
}
}