如何检测角色是否已经在另一个游戏对象中?

Dan*_*oni 0 c# unity-game-engine unity5

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Move : MonoBehaviour {

    enum MoveProperties
    {
        DirectionStart,
        DirectionEnd
    };

    public float spinSpeed = 2.0f;

    private bool rotate = false;
    private bool exited = false;
    private List<GameObject> prefabs;

    private void Start()
    {
        InstantiateObjects gos = GetComponent<InstantiateObjects>();

        prefabs = new List<GameObject>();
        prefabs = gos.PrefabsList();
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            Debug.Log("Player entered the hole");
            rotate = true;
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            Debug.Log("Player exited the hole");
            rotate = false;
            exited = true;
        }
    }

    void Rotate()
    {
        if (rotate)
        {
            transform.Rotate(Vector3.up, spinSpeed * Time.deltaTime);
            spinSpeed += 1f;
        }
        if (rotate == false && exited == true)
        {
            transform.Rotate(Vector3.up, spinSpeed * Time.deltaTime);
            if (spinSpeed > 0.0f)
                spinSpeed -= 1f;
        }
    }

    private void Update()
    {
            Rotate();
    }
}
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这里有两个触发器:

OnTriggerEnter和OnTriggerExit.

但是如果角色先出去然后再进去,这个触发器就会起作用.或者出去了.但我需要检测角色已经在里面.没有先出去再次进入.

情况是角色首先在一个地方(对象内的洞),然后我将角色位置更改为另一个有洞的对象.在改变位置之后我需要以某种方式检测到角色在第二洞内.

Pro*_*mer 6

但是如果角色先出去然后再进去,这个触发器就会起作用.或者出去了.但我需要检测角色已经在里面.没有先出去再次进入.

您正在寻找这个OnTriggerStay功能.只要两个碰撞器都在彼此内部,OnTriggerStay就会始终每个帧都被调用.

void OnTriggerStay(Collider other)
{

}
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OnCollisionStay如果您决定使用碰撞而不是触发器,也可以使用.

void OnCollisionStay(Collision collisionInfo) 
{

}
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