后面继续研究,关于layer分层检测的问题,有点头疼,有时间要继续刚
1.射线普通检测,如果 Ray 跟系统命名冲突,只需要在前面加上 UnityEngine. 就行了
UnityEngine.Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray,out hit))
{
if (hit.collider.gameObject.name == "Cube" )
{
print("你检测到了一个 Cube");
}
}
2.射线检测多个物体
UnityEngine.Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit[] hits = Physics.RaycastAll(ray);
if (hits.Length > 0)
{
foreach (var item in hits)
{
print(item.collider.gameObject.name);
}
}
3.射线分层检测,丫的,这个只有第一个 bool 是成立的,能够实现分层检测,其他两个就是不能,有人知道的话告诉我 ,万分感激(丫的,同样的代码,晚上一试就都行了,我真的是日狗了)还有一个问题就是第三个 bool 从摄像机到 鼠标点画线不知道为什么方向是错的
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ray : MonoBehaviour {
public Transform cam;
public Transform cube;
// Update is called once per frame
void Update () {
UnityEngine.Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
LayerMask mask =1 << LayerMask.NameToLayer("layer");
RaycastHit hit;
// bool grounded = Physics.Raycast(cam.position, transform.forward, out hit, 10000f, 1 << LayerMask.NameToLayer("layer"));
bool grounded = Physics.Raycast(ray, out hit,10000f, mask.value);
// bool grounded = Physics.Raycast(cam.position,cam.position - Input.mousePosition, out hit,10000f, 1 << LayerMask.NameToLayer("layer"));
Debug.DrawRay(ray.origin,ray.direction* 10000f, Color.red);
if (grounded)
{
if (hit.collider.CompareTag("layer"))
{
Debug.LogError("发生了碰撞");
Debug.LogError("距离是:" + hit.distance);
Debug.LogError("被碰撞的物体是:" + hit.collider.gameObject.name);
}else
{
Debug.LogError("This layer no this tag!");
}
}
else
{
Debug.LogError("碰撞结束");
}
}
}