我正在制作一个2D平台游戏,我正在使用一个玩家物理脚本,它似乎不会碰撞2D物体(有2D碰撞器。)我想知道如何让它与2D物体碰撞,我不熟悉2D collsions等。
using UnityEngine;
using System.Collections;
[RequireComponent (typeof(BoxCollider))]
public class PlayerPhysics : MonoBehaviour {
public LayerMask collisionMask;
private BoxCollider collider;
private Vector3 s;
private Vector3 c;
private Vector3 originalSize;
private Vector3 originalCentre;
private float colliderScale;
private int collisionDivisionsX = 3;
private int collisionDivisionsY =10;
private float skin = .005f;
[HideInInspector]
public bool grounded;
[HideInInspector]
public bool movementStopped;
Ray ray;
RaycastHit hit;
void Start() {
collider = GetComponent<BoxCollider>();
colliderScale = transform.localScale.x;
originalSize = collider.size;
originalCentre = collider.center;
SetCollider(originalSize,originalCentre);
}
public void Move(Vector2 moveAmount) {
float deltaY = moveAmount.y;
float deltaX = moveAmount.x;
Vector2 p = transform.position;
grounded = false;
for (int i = 0; i<collisionDivisionsX; i ++) {
float dir = Mathf.Sign(deltaY);
float x = (p.x + c.x - s.x/2) + s.x/(collisionDivisionsX-1) * i;
float y = p.y + c.y + s.y/2 * dir;
ray = new Ray(new Vector2(x,y), new Vector2(0,dir));
Debug.DrawRay(ray.origin,ray.direction);
if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY) + skin,collisionMask)) {
float dst = Vector3.Distance (ray.origin, hit.point);
if (dst > skin) {
deltaY = dst * dir - skin * dir;
}
else {
deltaY = 0;
}
grounded = true;
break;
}
}
// Check collisions left and right
movementStopped = false;
for (int i = 0; i<collisionDivisionsY; i ++) {
float dir = Mathf.Sign(deltaX);
float x = p.x + c.x + s.x/2 * dir;
float y = p.y + c.y - s.y/2 + s.y/(collisionDivisionsY-1) * i;
ray = new Ray(new Vector2(x,y), new Vector2(dir,0));
Debug.DrawRay(ray.origin,ray.direction);
if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaX) + skin,collisionMask)) {
float dst = Vector3.Distance (ray.origin, hit.point);
if (dst > skin) {
deltaX = dst * dir - skin * dir;
}
else {
deltaX = 0;
}
movementStopped = true;
break;
}
}
if (!grounded && !movementStopped) {
Vector3 playerDir = new Vector3(deltaX,deltaY);
Vector3 o = new Vector3(p.x + c.x + s.x/2 * Mathf.Sign(deltaX),p.y + c.y + s.y/2 * Mathf.Sign(deltaY));
ray = new Ray(o,playerDir.normalized);
if (Physics.Raycast(ray,Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY),collisionMask)) {
grounded = true;
deltaY = 0;
}
}
Vector2 finalTransform = new Vector2(deltaX,deltaY);
transform.Translate(finalTransform,Space.World);
}
public void SetCollider(Vector3 size, Vector3 centre) {
collider.size = size;
collider.center = centre;
s = size * colliderScale;
c = centre * colliderScale;
}
}