代码如下
`onLoad () {
cc.director.getPhysicsManager().enabled = true
cc.director.getPhysicsManager().gravity = cc.v2(0, -320)
cc.director.getCollisionManager().enabled = true;
cc.director.getPhysicsManager().enabledAccumulator = true;
this.rigidbody = this.getComponent(cc.RigidBody)
console.log( "rigidbody.getMass()",this.rigidbody.getMass() )
var physicsCollider = this.getComponent( cc.PhysicsCollider )
console.log( physicsCollider )
physicsCollider.density = 10
console.log( "rigidbody.getMass()",this.rigidbody.getMass() )
this.rigidbody.applyForceToCenter( cc.p( 500,500 ), true )
},
start () {
var m = this.rigidbody.getMass();
console.log( "m",m )
// this.rigidbody.applyForceToCenter( cc.p( 0,100000 ), true )
},
update (dt) {
// this.rigidbody.applyForceToCenter( cc.p( 0,100000 ), true )
},
在onload方法里获取到节点质量是0,在start方法里给物体添加力时似乎是无效的,在update里添加里有效?这是怎么回事?