我做了一个函数来预测与 CapsuleCast 的碰撞,因为我的角色正在快速移动并且很多碰撞都没有被 unity 检测到:
private bool CheckForwardCollision(Vector3 direction)
{
RaycastHit hitInfo;
float maxDistance = m_DefaultSpeed * Time.deltaTime + m_Capsule.radius;
int layer = 1 << LayerMask.NameToLayer("Default");
// Debug CapsuleCast
DebugExtension.DebugCapsule(transform.position + (direction * maxDistance), transform.position + (direction * maxDistance) + (Vector3.up * m_Capsule.height), new Color(1, 0, 0), m_Capsule.radius);
// Draw last collision point
DebugExtension.DrawPoint(debug_hitpoint, Color.cyan);
// Get collision with a capsule cast which is in front of character
if (Physics.CapsuleCast(transform.position, transform.position + (Vector3.up * m_Capsule.height),
m_Capsule.radius, direction, out hitInfo, maxDistance, layer, QueryTriggerInteraction.Ignore))
{
debug_hitpoint = hitInfo.point;
return true;
}
return false;
}
但它会与高于胶囊高度的物体发生碰撞。这是一个示例:
您可以看到高于胶囊的生命值。
怎么了?谢谢
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