我的Raycast似乎没有任何范围-仅检测放置在发射游戏对象旁边的对象

Stu*_*PhD 3 c# unity-game-engine game-physics

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。激光具有起点,中间和终点。组成激光器,并被子对象作为父对象。

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);
        }

    }
}
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该脚本应具有以下gif所示的效果:

在此处输入图片说明

但是,我的激光只在物体正前方时才检测到该物体,当激光的开始部分实际触及到敌人时,才以其他方式Debug.Log报告Enemy未知物体。

我得到了如gif所示的预期效果,但是我的射线广播在探测到激光的玩家正好站在敌人旁边之前不会检测到任何敌人。

这可能是什么原因?

谢谢

Sav*_*ria 5

Physics.Raycast()传回boolean,而不是RaycastHit

使用以下语法返回对撞机的信息:

public static bool Raycast(Vector3 origin, Vector3 direction, out RaycastHit hitInfo, float maxDistance);

这段代码检查Raycast是否命中某物并将对撞机的信息存储在命中中:

RaycastHit hit;

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