//到附加的碰撞器边界框上的最近点。 //这可以用来计算受到爆炸伤害时的伤害点数。或计算作用到刚体表面上一个点的爆炸力。 var hitPoints : float = 10.0; function ApplyHitPoints (explosionPos : Vector3, radius : float) { // The distance from the explosion position to the surface of the rigidbody //从爆炸位置到刚体表面的距离 var closestPoint : Vector3 = rigidbody.ClosestPointOnBounds(explosionPos); var distance : float = Vector3.Distance(closestPoint, explosionPos); // The hit points we apply fall decrease with distance from the hit point //伤害点数随着到伤害的距离而降低 var damage : float = 1.0 - Mathf.Clamp01(distance / radius); // This is the final hitpoints we want to apply. 10 at maximum. //这是我们要用的最终伤害点数。 damage *= 10; // Apply the damage //应用伤害 hitPoints -= damage; }