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Rigidbody.ClosestPointOnBounds 到边界框的最近点 - //到附加的碰撞器边界框上的最近点。
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- //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。
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- var hitPoints : float = 10.0;
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- function ApplyHitPoints (explosionPos : Vector3, radius : float) {
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- // The distance from the explosion position to the surface of the rigidbody
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- //从爆炸位置到刚体表面的距离
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- var closestPoint : Vector3 = rigidbody.ClosestPointOnBounds(explosionPos);
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- var distance : float = Vector3.Distance(closestPoint, explosionPos);
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- // The hit points we apply fall decrease with distance from the hit point
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- //伤害点数随着到伤害的距离而降低
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- var damage : float = 1.0 - Mathf.Clamp01(distance / radius);
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- // This is the final hitpoints we want to apply. 10 at maximum.
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- //这是我们要用的最终伤害点数。
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- damage *= 10;
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- // Apply the damage
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- //应用伤害
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- hitPoints -= damage;
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- }
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