Rigidbody.ClosestPointOnBounds 到边界框的最近点

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//到附加的碰撞器边界框上的最近点。//这可以用来计算受到爆炸伤害时的伤害点数。或计算作用到刚体表面上一个点的爆炸力。 var hitPoints : float = 10.0;function ApplyHitPoints (explosionPos : Vector3, radius : float) {// The distance from the explosion position to the surface of the rigidbody//从爆炸位置到刚体表面的距离var closestPoint : Vector3 = rigidbody.ClosestPointOnBounds(explosionPos);var distance : float = Vector3.Distance(closestPoint, explosionPos);// The hit points we apply fall decrease with distance from the hit point//伤害点数随着到伤害的距离而降低var damage : float = 1.0 - Mathf.Clamp01(distance / radius);// This is the final hitpoints we want to apply. 10 at maximum.//这是我们要用的最终伤害点数。damage *= 10;// Apply the damage//应用伤害hitPoints -= damage;}  


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