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Physics2D.LinecastAll 直线投射所有

发布于 2019-12-18 15:38:17 字数 3684 浏览 1114 评论 0 收藏 0

JavaScript => static function LinecastAll(start: Vector2, end: Vector2, layerMask: int = DefaultRaycastLayers, minDepth: float = -Mathf.Infinity, maxDepth: float = Mathf.Infinity): RaycastHit2D[];
C# => static RaycastHit2D[] LinecastAll(Vector2 start, Vector2 end, int layerMask = DefaultRaycastLayers, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);

Parameters 参数

startThe start point of the line in world space.
直线在世界空间的开始点。
endThe end point of the line in world space.
直线在时间空间的结束点。
layerMaskFilter to detect Colliders only on certain layers.
只在某些层过滤检测碰撞器。
minDepthOnly include objects with a Z coordinate (depth) greater than this value.
只包括Z坐标(深度)大于这个值的对象。
maxDepthOnly include objects with a Z coordinate (depth) less than this value.
只包括Z坐标(深度)小于这个值的对象。

Returns 返回值

RaycastHit2D[] The cast results returned.
RaycastHit2D[] 类型的投射返回结果。

Description 描述

Casts a line against colliders in the scene.
对场景内的碰撞器们投射出一条直线。

A linecast is an imaginary line between two points in world space. Any object making contact with the beam can be detected and reported.

This function is similar to the Linecast function except that all colliders that are in contact with the line are reported. The line is assumed to run from its start point to its end point; colliders will be placed in the returned array in order of distance from the start of the line.

Linecasts are useful for determining lines of sight, targets hit by gunfire and for many other purposes in gameplay.

Note that this function will allocate memory for the returned RaycastHit2D array. You can use LinecastNonAlloc to avoid this overhead if you need to make linecasts frequently.

Additionally, this will also detect Collider(s) at the start of the line. In this case the line is starting inside the Collider and doesn't intersect the Collider surface. This means that the collision normal cannot be calculated in which case the collision normal returned is set to the inverse of the line vector being tested. This can easily be detected because such results are always at a RaycastHit2D fraction of zero.

See Also: LayerMask class, RaycastHit2D class, Linecast, LinecastNonAlloc, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.

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