我正在使用以下代码(来自: https://gist.github.com/valryon/566c02f3c5808dcd9968 )在我的游戏中生成 2D 激光。激光器有开始、中间和结束部分。这构成了激光并被子代到父游戏对象。

public class LaserScript : MonoBehaviour
{
    [Header("Laser pieces")]
    public GameObject laserStart;
    public GameObject laserMiddle;
    public GameObject laserEnd;

    private GameObject start;
    private GameObject middle;
    private GameObject end;

    void Update()
    {
        // Create the laser start from the prefab
        if (start == null)
        {
            start = Instantiate(laserStart) as GameObject;
            start.transform.parent = this.transform;
            start.transform.localPosition = Vector2.zero;
        }

        // Laser middle
        if (middle == null)
        {
            middle = Instantiate(laserMiddle) as GameObject;
            middle.transform.parent = this.transform;
            middle.transform.localPosition = Vector2.zero;
        }

        // Define an "infinite" size, not too big but enough to go off screen
        float maxLaserSize = 200f;
        float currentLaserSize = maxLaserSize;

        // Raycast at the right as our sprite has been design for that
        Vector2 laserDirection = this.transform.right;
        RaycastHit2D hit = Physics2D.Raycast(this.transform.position, laserDirection, maxLaserSize);
        Debug.Log(hit.collider.tag);
        if (hit.collider.tag == "Enemy")
        {
            // We touched something!

            // -- Get the laser length
            currentLaserSize = Vector2.Distance(hit.point, this.transform.position);

            // -- Create the end sprite
            if (end == null)
            {
                end = Instantiate(laserEnd) as GameObject;
                end.transform.parent = this.transform;
                end.transform.localPosition = Vector2.zero;
            }
        }
        else
        {
            // Nothing hit
            // -- No more end
            if (end != null) Destroy(end);
        }

        // Place things
        // -- Gather some data
        float startSpriteWidth = start.GetComponent<Renderer>().bounds.size.x;
        float endSpriteWidth = 0f;
        if (end != null) endSpriteWidth = end.GetComponent<Renderer>().bounds.size.x;

        // -- the middle is after start and, as it has a center pivot, have a size of half the laser (minus start and end)
        middle.transform.localScale = new Vector3(currentLaserSize - startSpriteWidth, middle.transform.localScale.y, middle.transform.localScale.z);
        middle.transform.localPosition = new Vector2((currentLaserSize / 2f), 0f);

        // End?
        if (end != null)
        {
            end.transform.localPosition = new Vector2(currentLaserSize, 0f);
        }

    }
}

该脚本应具有以下 gif 所示的效果:

c# - 我的 Raycast 似乎没有任何范围 - 只检测放置在发射游戏对象旁边的对象-LMLPHP

但是我的激光只在它正前方时检测到一个物体,当激光的开始部分真正接触到敌人时,Debug.Log 才会报告 Enemy 否则它是未知的。

我得到了 gif 中所示的预期效果,但我的光线转换没有检测到任何敌人,直到发射激光的玩家站在敌人旁边。

这可能是什么原因?

谢谢

最佳答案

Physics.Raycast() 返回 boolean ,而不是 RaycastHit

使用以下语法返回碰撞器的信息:
public static bool Raycast(Vector3 origin, Vector3 direction, out RaycastHit hitInfo, float maxDistance);
这段代码检查 Raycast 是否击中了什么东西并将碰撞器的信息存储在 hit 中:

RaycastHit hit;

if(Physics.Raycast(transform.position, laserDirection, out hit, maxLaserSize))
{
    Debug.Log(hit.collider.tag);
}

关于c# - 我的 Raycast 似乎没有任何范围 - 只检测放置在发射游戏对象旁边的对象,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/54964341/

10-12 00:25
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