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 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,可以检测并报告与光束接触的任何对象。
This function is similar to the Linecast function except that all Colliders that are in contact with the line are reported. The line is assumed to run from its start point to its end point; Colliders will be placed in the returned array in order of distance from the start of the line.
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 数组分配内存。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、Linecast、LinecastNonAlloc、DefaultRaycastLayers、IgnoreRaycastLayer、raycastsHitTriggers。
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