使用此结构来设置在作业过程中异步执行的胶囊体投射命令。
使用此结构计划一批胶囊体投射时,这些胶囊体投射以异步方式并行执行。每个胶囊体投射的结果会写入结果缓冲区。由于结果是异步写入,因此在作业完成之前无法访问结果缓冲区。
命令缓冲区中索引 N 处的命令的结果会存储在结果缓冲区中索引 N 处。
另请参阅:Physics.Capsulecast。
using Unity.Collections; using Unity.Jobs; using UnityEngine;
public class Example : MonoBehaviour { private void CapsulecastExample() { // Perform a single capsule cast using CapsulecastCommand and wait for it to complete // Set up the command and result buffers var results = new NativeArray<RaycastHit>(1, Allocator.Temp); var commands = new NativeArray<CapsulecastCommand>(1, Allocator.Temp);
// Set the data of the first command Vector3 point1 = Vector3.up * -0.5f; Vector3 point2 = Vector3.up * 0.5f; Vector3 direction = Vector3.forward; float radius = 0.5f;
commands[0] = new CapsulecastCommand(point1, point2, radius, direction);
// Schedule the batch of capsulecasts var handle = CapsulecastCommand.ScheduleBatch(commands, results, 1, default(JobHandle));
// Wait for the batch processing job to complete handle.Complete();
// Copy the result. If batchedHit.collider is null, there was no hit RaycastHit batchedHit = results[0];
// Dispose the buffers results.Dispose(); commands.Dispose(); } }
direction | 胶囊体投射的方向。 |
distance | 胶囊体投射检查是否有碰撞的最大距离。 |
layerMask | 用于在投射胶囊体时有选择地忽略碰撞体的 LayerMask。 |
point1 | 胶囊体在 start 处的球体中心。 |
point2 | 胶囊体在 end 处的球体中心。 |
radius | 胶囊体的半径。 |
CapsulecastCommand | 创建 CapsulecastCommand。 |
ScheduleBatch | 安排在一个作业中执行的一批胶囊体投射。 |
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