Ближайшая точка к ограничивающей рамке прикрепленных коллайдеров.
// Subtract damage from a character's hit points when an // explosion occurs. var hitPoints : float = 10.0; var rb: Rigidbody;
function Start() { rb = GetComponent.<Rigidbody>(); }
function ApplyDamage(explosionPos : Vector3, radius : float) { // Find the distance from the explosion position to the surface of the rigidbody. var closestPoint : Vector3 = rb.ClosestPointOnBounds(explosionPos); var distance : float = Vector3.Distance(closestPoint, explosionPos);
// Calculate the damage we apply, decreasing with distance from the strike point. var damage : float = 1.0 - Mathf.Clamp01(distance / radius); damage *= 10; // Apply the damage hitPoints -= damage; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float hitPoints = 10.0F; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void ApplyDamage(Vector3 explosionPos, float radius) { Vector3 closestPoint = rb.ClosestPointOnBounds(explosionPos); float distance = Vector3.Distance(closestPoint, explosionPos); float damage = 1.0F - Mathf.Clamp01(distance / radius); damage *= 10; hitPoints -= damage; } }