public static bool BoxCast (Vector3 center, Vector3 halfExtents, Vector3 direction, Quaternion orientation= Quaternion.identity, float maxDistance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

参数

center盒体的中心。
halfExtents盒体各个维度大小的一半。
direction投射盒体的方向。
orientation盒体的旋转。
maxDistance投射的最大长度。
layerMask 层遮罩,用于在投射胶囊体时有选择地忽略碰撞体。
queryTriggerInteraction指定该查询是否应该命中触发器。

返回

bool 如果发现任何交叉点,则返回 true。

描述

沿射线投射盒体并返回有关命中对象的详细信息。


public static bool BoxCast (Vector3 center, Vector3 halfExtents, Vector3 direction, out RaycastHit hitInfo, Quaternion orientation= Quaternion.identity, float maxDistance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

参数

center盒体的中心。
halfExtents盒体各个维度大小的一半。
direction投射盒体的方向。
hitInfo如果返回 true,则 hitInfo 将包含有关碰撞体的撞击位置的更多信息(另请参阅:RaycastHit)。
orientation盒体的旋转。
maxDistance投射的最大长度。
layerMask 层遮罩,用于在投射胶囊体时有选择地忽略碰撞体。
queryTriggerInteraction指定该查询是否应该命中触发器。

返回

bool 如果发现任何交叉点,则返回 true。

描述

沿射线投射盒体并返回有关命中对象的详细信息。

//Attach this script to a GameObject. Make sure it has a Collider component by clicking the Add Component button. Then click Physics>Box Collider to attach a Box Collider component.
//This script creates a BoxCast in front of the GameObject and outputs a message if another Collider is hit with the Collider’s name.
//It also draws where the ray and BoxCast extends to. Just press the Gizmos button to see it in Play Mode.
//Make sure to have another GameObject with a Collider component for the BoxCast to collide with.

using UnityEngine;

public class Example : MonoBehaviour { float m_MaxDistance; float m_Speed; bool m_HitDetect;

Collider m_Collider; RaycastHit m_Hit;

void Start() { //Choose the distance the Box can reach to m_MaxDistance = 300.0f; m_Speed = 20.0f; m_Collider = GetComponent<Collider>(); }

void Update() { //Simple movement in x and z axes float xAxis = Input.GetAxis("Horizontal") * m_Speed; float zAxis = Input.GetAxis("Vertical") * m_Speed; transform.Translate(new Vector3(xAxis, 0, zAxis)); }

void FixedUpdate() { //Test to see if there is a hit using a BoxCast //Calculate using the center of the GameObject's Collider(could also just use the GameObject's position), half the GameObject's size, the direction, the GameObject's rotation, and the maximum distance as variables. //Also fetch the hit data m_HitDetect = Physics.BoxCast(m_Collider.bounds.center, transform.localScale, transform.forward, out m_Hit, transform.rotation, m_MaxDistance); if (m_HitDetect) { //Output the name of the Collider your Box hit Debug.Log("Hit : " + m_Hit.collider.name); } }

//Draw the BoxCast as a gizmo to show where it currently is testing. Click the Gizmos button to see this void OnDrawGizmos() { Gizmos.color = Color.red;

//Check if there has been a hit yet if (m_HitDetect) { //Draw a Ray forward from GameObject toward the hit Gizmos.DrawRay(transform.position, transform.forward * m_Hit.distance); //Draw a cube that extends to where the hit exists Gizmos.DrawWireCube(transform.position + transform.forward * m_Hit.distance, transform.localScale); } //If there hasn't been a hit yet, draw the ray at the maximum distance else { //Draw a Ray forward from GameObject toward the maximum distance Gizmos.DrawRay(transform.position, transform.forward * m_MaxDistance); //Draw a cube at the maximum distance Gizmos.DrawWireCube(transform.position + transform.forward * m_MaxDistance, transform.localScale); } } }
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