unity3d 射线扫描 忽略图层
原地址:http://blog.csdn.net/w88193363/article/details/38331205
函数说明
Parameters
origin | The point in 2D space where the ray originates. |
direction | Vector representing the direction of the ray. |
distance | Maximum distance over which to cast the ray. |
layerMask | Filter to detect Colliders only on certain layers. |
minDepth | Only include objects with a Z coordinate (depth) greater than this value. |
maxDepth | Only include objects with a Z coordinate (depth) less than this value. |
Description
Casts a ray against colliders in the scene, returning all colliders that contact with it.发射一条射线到场景中,检测射线射到的所有碰撞机(collider)
- //layermask的参数表示,要忽略的图层,在编辑器中的元素属性为Sprite Renderer->Order in Layer
- //把要忽略的物体设置为对应图层,然后再raycastall函数中的layermask定义为该图层,射线就会忽略该图层
- RaycastHit2D[] rhArFirst = Physics2D.RaycastAll(qieObject.transform.position, vectorDir, StageManager.elementSize,3);