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 = 100.0F; public var coll; function Start() { coll = GetComponent.<Collider>(); } function ApplyHitPoints(explosionPos, radius) { // The distance from the explosion position to the surface of the collider. var closestPoint = coll.ClosestPointOnBounds(explosionPos); var distance = Vector3.Distance(closestPoint, explosionPos); // The damage should decrease with distance from the explosion. var damage = 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; } }