首页 > 解决方案 > 一旦CircleCast在Unity中碰到某些东西就停止它?

问题描述

我正在开发一款 2D 弹丸可以从墙上弹射的游戏。我目前让物体本身弹跳得很好,但是我想要一个愤怒的小鸟风格的 HUD(减去重力)来显示物体将要撞到墙上的位置,并显示它会以什么角度弹跳:(请原谅我的绘画技巧)

我的最终目标

我让这个系统在技术方面运行良好,除了因为光线投射是无止境的,所以实际结果如下所示:

当前结果

所以要明确一点,最后,我希望第一个射线投射无限地出去,直到它击中某物,然后当它生成第一个击中某物的第二个第二个射线投射时,让第二个射线投射只发出预先指定的距离(可能是 3f 或类似的东西),或者直到它碰到什么东西,在这种情况下它应该停止。

我的脚本:

Transform firePoint;

void Update
{
     DrawPredictionDisplay();
}

private void DrawPredictionDisplay()
    {
        Vector2 origin = firePoint.transform.position; //unity has a built in type converter that converts vector3 to vector2 by dropping the z component
        direction = firePoint.transform.up;
        float radius = 0.4f;
        RaycastHit2D hit = Physics2D.CircleCast(origin, radius, direction);

        // Draw black line from firepoint to hit point 1
        Debug.DrawLine(origin, direction * 10000, UnityEngine.Color.black);

        if (hit)
        {          
            origin = hit.point + (hit.normal * radius);
            Vector2 secondDirection = Vector2.Reflect(direction, hit.normal);            

            // Create second raycast
            RaycastHit2D hit2 = Physics2D.CircleCast(origin, radius, secondDirection);

            if (hit2)
            {
                if(hit.collider.gameObject.tag != "Destroy")
                {
                    // Enable prediction points
                    for (int i = 0; i < numOfPoints; i++)
                    {
                        predictionPoints2[i].SetActive(true);
                    }

                    // Calculate reflect direction
                    Vector2 origin2 = hit2.point + (hit2.normal * radius);
                    // Draw blue line from hit point 1 to predicted reflect direction
                    Debug.DrawLine(origin, secondDirection * 10000, UnityEngine.Color.blue);
                }      
            }
            
        }
    }

    Vector2 predictionPointPosition(float time)
    {
        Vector2 position = (Vector2)firePoint.position + direction.normalized * 10f * time;
        return position;
    }

    Vector2 predictionPointPosition2(float time, Vector2 origin, Vector2 direction)
    {
        Vector2 position = origin + direction.normalized * 10f * time;
        return position;
    }

笔记:

虽然我会使用常规光线投射,但我发现普通光线投射不会削减它,因为光线投射只有 1 像素宽,而对象是(大约)512 像素 x 512 像素,这意味着对象会在光线投射之前物理接触墙壁,导致不准确。

我已经创建了一个系统,该系统沿光线投射路径生成点,类似于愤怒的小鸟,以便玩家可以在游戏视图中看到光线投射在做什么,但由于它与我删除的问题无关上面我的脚本中的代码。这意味着我需要做的就是限制光线投射的距离,而不是找到让玩家看到正在发生的事情的方法。(我在注释中添加了这一点,以避免引发关于玩家是否可以看到正在发生的事情的对话。)

firepoint是发射弹丸的武器的枪管/尖端。(武器根据/跟随鼠标旋转)

标签: c#unity3d2draycastingprojectile

解决方案


在知道它是否撞到物体,您可以绘制线/路径:

Vector2 origin = firePoint.transform.position; //unity has a built in type converter that converts vector3 to vector2 by dropping the z component
direction = firePoint.transform.up;
float radius = 0.4f;
RaycastHit2D hit = Physics2D.CircleCast(origin, radius, direction);

var firstPathStart = origin;
var firstPathEnd = origin + direction * 10000;    

if (hit)
{          
    origin = hit.point + (hit.normal * radius);
    firstPathEnd = origin;
    
    Vector2 secondDirection = Vector2.Reflect(direction, hit.normal); 
    var secondPathStart = firstPathEnd;
    var secondPathEnd = origin + secondDirection * 3f;           

    // Create second raycast
    RaycastHit2D hit2 = Physics2D.CircleCast(origin, radius, secondDirection);

    if (hit2)
    {
        if(hit.collider.gameObject.tag != "Destroy")
        {
            // Enable prediction points
            for (int i = 0; i < numOfPoints; i++)
            {
                predictionPoints2[i].SetActive(true);
            }

            // Calculate reflect direction
            Vector2 origin2 = hit2.point + (hit2.normal * radius);
            secondPathEnd = origin2;
        }      
    }
    // Draw blue line from hit point 1 to predicted reflect direction
    Debug.DrawLine(secondPathStart, secondPathEnd, UnityEngine.Color.blue);                  
} 

// Draw black line from firepoint to hit point 1
Debug.DrawLine(firstPathStart, firstPathEnd, UnityEngine.Color.black);  

您可以创建一个类来存储路径信息(路径有多少段,每个段的开始和结束位置),在检查碰撞时填充并在最后绘制它。


推荐阅读