start | 线在世界空间中的起点。 |
end | 线在世界空间中的终点。 |
layerMask | 过滤器,用于仅在特定层上检测碰撞体。 |
minDepth | 仅包括 Z 坐标(深度)大于或等于该值的对象。 |
maxDepth | 仅包括 Z 坐标(深度)小于或等于该值的对象。 |
RaycastHit2D 返回的投射数量。
Casts a line segment against Colliders in the Scene.
linecast 是世界空间中两点之间的一段假想线。在该过程中,可以检测并报告与该线接触的任何对象。它类似于 raycast,不同之处在于,射线投射使用原点和方向指定线条。
This function returns a RaycastHit2D object when the line contacts a Collider in the Scene. The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). The direction of the line is assumed to extend from the start point to the end point. Only the first Collider encountered in that direction will be reported. Although the Z axis is not relevant for rendering or collisions in 2D, you can use the minDepth and maxDepth parameters to filter objects based on their Z coordinate.
对于确定视线、炮火击中的目标以及游戏中的许多其他目的来说,线条投射很有用。
注意,该函数将为返回的 RaycastHit2D 对象分配内存。如果需要频繁进行线条投射,可以使用 LinecastNonAlloc 来避免这种开销。
此外,这还将检测位于线条起点的碰撞体。在这种情况下,线条从碰撞体内部开始,并且不与碰撞体表面交叠。这意味着无法计算碰撞法线,在这种情况下,返回的碰撞法线设置为正在测试的线条向量的倒数。这可轻松检测到,因为此类结果始终是 RaycastHit2D 分数为零。
另请参阅:LayerMask 类、RaycastHit2D 类、LinecastAll、LinecastNonAlloc、DefaultRaycastLayers、IgnoreRaycastLayer、raycastsHitTriggers。
start | 线在世界空间中的起点。 |
end | 线在世界空间中的终点。 |
contactFilter | 接触筛选器,用于以不同方式筛选结果,例如按层遮罩、Z 深度或法线角度。 |
results | 用于接收结果的数组。该数组的大小决定可返回的结果的最大数量。 |
int
返回放置在 results
数组中的结果数。
向场景中的碰撞体投射线段,并使用 ContactFilter2D 对结果进行过滤。
linecast 是世界空间中两点之间的一段假想线。在该过程中,可以检测并报告与该线接触的任何对象。它类似于 raycast,不同之处在于,射线投射使用原点和方向指定线条。
使用 contactFilter
参数重载该函数,可按 ContactFilter2D 中的选项筛选返回的结果。
另请参阅:ContactFilter2D 和 RaycastHit2D。
start | 线在世界空间中的起点。 |
end | 线在世界空间中的终点。 |
contactFilter | 接触筛选器,用于以不同方式筛选结果,例如按层遮罩、Z 深度或法线角度。 |
results | 用于接收结果的列表。 |
int
返回放置在 results
列表中的结果数。
向场景中的碰撞体投射线段,并使用 ContactFilter2D 对结果进行过滤。
linecast 是世界空间中两点之间的一段假想线。在该过程中,可以检测并报告与该线接触的任何碰撞体。它类似于 raycast,不同之处在于,射线投射使用原点和方向指定线条。
该整数返回值是写入到 results
列表中的结果数。如果结果列表中没有足够的元素来报告所有这些结果,则会调整列表的大小。这可在 results
列表无需调整大小时防止为结果分配内存,可在经常执行查询时提高垃圾收集性能。
也可以通过 contactFilter
对结果进行筛选。
另请参阅:ContactFilter2D 和 RaycastHit2D。
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.