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Physics.CapsuleCastAll
static function CapsuleCastAll (point1 : Vector3, point2 : Vector3, radius : float, direction : Vector3, distance : float = Mathf.Infinity, layermask : int = kDefaultRaycastLayers) : RaycastHit[]Parameters
ReturnsRaycastHit[] - an array of all colliders hit in the sweep. DescriptionLike Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects. Casts a capsule against all colliders in the scene and returns detailed information on each collider which was hit. The capsule is defined by the two spheres with radius around point1 and point2, which form the two ends of the capsule. Hits are returned all colliders which would collide against this capsule if the capsule was moved along direction. This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size, such as a character, will be able to move somewhere without colliding with anything on the way. See Also: Physics.SphereCast, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest
JavaScripts
function Update () {
var hits : RaycastHit[]; var charCtrl : CharacterController = GetComponent(CharacterController); var p1 : Vector3 = transform.position + charCtrl.center + Vector3.up * (-charCtrl.height*0.5); var p2 : Vector3 = p1 + Vector3.up * charCtrl.height; // Cast character controller shape 10 meters forward, to see if it is about to hit anything hits = Physics.CapsuleCastAll (p1, p2, charCtrl.radius, transform.forward, 10); // Change the material of all hit colliders // to use a transparent Shader for (var i = 0;i < hits.Length;i++) { var hit : RaycastHit = hits[i]; var renderer = hit.collider.renderer; if (renderer) { renderer.material.shader = Shader.Find("Transparent/Diffuse"); renderer.material.color.a = 0.3; } } }
using UnityEngine;
using System.Collections; public class example : MonoBehaviour { void Update() { RaycastHit[] hits; CharacterController charCtrl = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charCtrl.height; hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10); int i = 0; while (i < hits.Length) { RaycastHit hit = hits[i]; System.Object renderer = hit.collider.renderer; if (renderer) { renderer.material.shader = Shader.Find("Transparent/Diffuse"); renderer.material.color.a = 0.3F; } i++; } } }
import UnityEngine
import System.Collections class example(MonoBehaviour): def Update(): hits as (RaycastHit) charCtrl as CharacterController = GetComponent[of CharacterController]() p1 as Vector3 = ((transform.position + charCtrl.center) + (Vector3.up * ((-charCtrl.height) * 0.5F))) p2 as Vector3 = (p1 + (Vector3.up * charCtrl.height)) hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10) i as int = 0 while i < hits.Length: hit as RaycastHit = hits[i] renderer as System.Object = hit.collider.renderer if renderer: renderer.material.shader = Shader.Find('Transparent/Diffuse') renderer.material.color.a = 0.3F i++ |
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