Unity拖尾组件现实Collider效果 TrailRenderer Collider
程序员文章站
2022-07-12 23:30:21
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目录
1.实现思路
unity自带组件TrailRenderer不带Collider,如果想实现碰撞触发功能怎么实现呢
在拖尾移动时生成小球,用小球colliderr当做触发器,动态计算小球的存在时间,超时后销毁
2.记录小球生成时间
Point.cs记录小球生成时间,OnTriggerEnter内做触发处理
挂载到小球预设体上面
using UnityEngine;
public class Point : MonoBehaviour
{
public float createTime;
void OnTriggerEnter(Collider coll)
{
Debug.Log("Do something");
if (coll.tag == "Fruit")
{
Debug.Log("Trail collider Enter");
//coll.GetComponent<Fruit>().OnHirt(50);
}
}
}
3.设置小球
勾选IsTrigger,变为触发器
取消勾选MeshRenderer,不显示小球;测试时可以显示,测试完成后取消勾选
4.移动拖尾,动态计算
本文用到了对象池,不用自行修改为GameObject.Instantiate、Destory
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
public class DrawTrailCollider : MonoBehaviour
{
//拖尾特效持续时长
public static float overTime = 0.2f;
public List<Point> pointList = new List<Point>();
private int maxPoints = 500;
public int minPixelMove = 5; // Must move at least this many pixels per sample for a new segment to be recorded
public float distanceFromCamera = 5.0f;
private Vector3 previousPosition;
private int sqrMinPixelMove;
private bool canDraw = false;
void Start()
{
sqrMinPixelMove = minPixelMove * minPixelMove;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))//调试
{
EditorApplication.isPaused = true;
}
if (Input.GetMouseButtonDown(0))
{
previousPosition = Input.mousePosition;
AddPoint(GetMousePos());
canDraw = true;
}
else if (Input.GetMouseButton(0) && (Input.mousePosition - previousPosition).sqrMagnitude > sqrMinPixelMove && canDraw)
{
previousPosition = Input.mousePosition;
AddPoint(GetMousePos());
CheckOverTime();
if (pointList.Count >= maxPoints)
{
canDraw = false;
}
}
else
{
if (pointList.Count > 0)
{
CheckOverTime();
}
}
}
Vector3 GetMousePos()
{
var p = Input.mousePosition;
p.z = distanceFromCamera;
//Vector3 pos = XHSDK.XHSDKManager.Instance.mainCam.ScreenToWorldPoint(p);
Vector3 pos = Camera.main.ScreenToWorldPoint(p);
return pos;
}
/// <summary>
/// 增加顶点
/// </summary>
public void AddPoint(Vector3 pos)
{
GameObject go = ObjectPool._instance.GetObject("Point", pos, Quaternion.identity);
Point point = go.GetComponent<Point>();
point.createTime = Time.realtimeSinceStartup;
pointList.Add(point);
}
void CheckOverTime()
{
//移除超时的点
for (int i = 0; i < pointList.Count; i++)
{
if (Time.realtimeSinceStartup - pointList[i].createTime > overTime)
{
ObjectPool._instance.SetObjectToPool(pointList[i].gameObject);
pointList.Remove(pointList[i]);
i--;
}
}
}
}
5.测试
测试基本可以达到想要的效果