Version: 2017.4
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Collider.ClosestPointOnBounds

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public method ClosestPointOnBounds(position: Vector3): Vector3;
public Vector3 ClosestPointOnBounds(Vector3 position);

Description

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; } }