The closest point to the bounding box of the attached collider.
This can be used to calculate hit points when applying explosion damage.
#pragma strict public var hitPoints: float = 100.0F; public var coll: Collider; function Start() { coll = GetComponent.<Collider>(); } function ApplyHitPoints(explosionPos: Vector3, radius: float) { // The distance from the explosion position to the surface of the collider. var closestPoint: Vector3 = coll.ClosestPointOnBounds(explosionPos); var distance: float = Vector3.Distance(closestPoint, explosionPos); // The damage should decrease with distance from the explosion. var damage: float = 1.0F - Mathf.Clamp01(distance / radius); hitPoints -= damage * 10.0F; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float hitPoints = 100.0F; public Collider coll; void Start() { coll = GetComponent<Collider>(); }
void ApplyHitPoints(Vector3 explosionPos, float radius) { // The distance from the explosion position to the surface of the collider. Vector3 closestPoint = coll.ClosestPointOnBounds(explosionPos); float distance = Vector3.Distance(closestPoint, explosionPos);
// The damage should decrease with distance from the explosion. float damage = 1.0F - Mathf.Clamp01(distance / radius); hitPoints -= damage * 10.0F; } }
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