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  • unity3d 射线扫描 忽略图层

    原地址:http://blog.csdn.net/w88193363/article/details/38331205

    函数说明

    static RaycastHit2D[] RaycastAll(Vector2 origin,Vector2 direction,float distance = Mathf.Infinity,int layerMask = DefaultRaycastLayers,float minDepth = -Mathf.Infinity,float maxDepth = Mathf.Infinity);
    Parameters

    origin The point in 2D space where the ray originates.
    direction Vector representing the direction of the ray.
    distance Maximum distance over which to cast the ray.
    layerMask Filter to detect Colliders only on certain layers.
    minDepth Only include objects with a Z coordinate (depth) greater than this value.
    maxDepth Only include objects with a Z coordinate (depth) less than this value.
    Description

    Casts a ray against colliders in the scene, returning all colliders that contact with it.发射一条射线到场景中,检测射线射到的所有碰撞机(collider)

    [csharp] view plaincopyprint?在CODE上查看代码片派生到我的代码片
     
    1. //layermask的参数表示,要忽略的图层,在编辑器中的元素属性为Sprite Renderer->Order in Layer  
    2. //把要忽略的物体设置为对应图层,然后再raycastall函数中的layermask定义为该图层,射线就会忽略该图层  
    3. RaycastHit2D[] rhArFirst = Physics2D.RaycastAll(qieObject.transform.position, vectorDir, StageManager.elementSize,3);  
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  • 原文地址:https://www.cnblogs.com/123ing/p/3911959.html
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