[Unity3d]刀斧武器砍击的攻击碰撞判定
用LineCast方法的代码如下(mSwordHitablePoints是全局变量,类型是Transform[]数组):
void Update()
{
// 其它...
Vector3 p0 = mSwordHitablePoints[0].position;
Vector3 p1 = mSwordHitablePoints[1].position;
Vector3 p2 = mSwordHitablePoints[2].position;
RaycastHit hinfo;
int mask = 1 << LayerMask.NameToLayer("FoeHitReceiver");// 只取与FoeHitReceiver层相交
GameObject hitObj = null;
if(Physics.Linecast(p0, mSwordHitablePointPrevPositions[0], out hinfo, mask))
{
hitObj = hinfo.collider.gameObject;
}
else if(Physics.Linecast(p1, mSwordHitablePointPrevPositions[1], out hinfo, mask))
{
hitObj = hinfo.collider.gameObject;
}
else if(Physics.Linecast(p2, mSwordHitablePointPrevPositions[2], out hinfo, mask))
{
hitObj = hinfo.collider.gameObject;
}
if(hitObj != null)
{
// 击中
Monster mon = obj.GetComponent<Monster>();
if(mon.CanGetHitByHitRecord(mCurrentHitRecord)) // 与本题无关
mon.GetHit(mSword);
}
mSwordHitablePointPrevPositions[0] = p0;
mSwordHitablePointPrevPositions[1] = p1;
mSwordHitablePointPrevPositions[2] = p2;