我正在开发一款带触控功能的手机游戏。我可以非常容易地选择一个不动的游戏对象并且它会响应,但是当它移动时很难选择它,因为它很小(例如,它是基于所有物理的)。有没有办法增加游戏对象的触摸半径,以便更容易按下它,还是有其他解决方案?
private void Update() {
//User input (touches) will select cubes
if(Input.touchCount > 0) {
Touch touch = Input.GetTouch(0);
}
Touch[] touches = Input.touches;
foreach(var touchInput in touches) {
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint((Input.GetTouch(0).position)), Vector2.zero);
if (hit.collider != null) {
selectedCube = hit.collider.gameObject;
selectedCube.GetComponent<SpriteRenderer>().color = Color32.Lerp(defaultColor, darkerColor, 1);
}
}
}
答案 0 :(得分:2)
而不是增加对象的对撞机大小(你在评论中讨论过),如何以相反的方式接近它?使用Physics2D.CircleCast
:
private void Update() {
//User input (touches) will select cubes
if(Input.touchCount > 0) {
Touch touch = Input.GetTouch(0);
}
Touch[] touches = Input.touches;
foreach(var touchInput in touches) {
float radius = 1.0f; // Change as needed based on testing
RaycastHit2D hit = Physics2D.CircleCast(Camera.main.ScreenToWorldPoint((Input.GetTouch(0).position)), radius, Vector2.zero);
if (hit.collider != null) {
selectedCube = hit.collider.gameObject;
selectedCube.GetComponent<SpriteRenderer>().color = Color32.Lerp(defaultColor, darkerColor, 1);
}
}
}
请注意,如果您有大量可选择的对象相互冲洗,这将不会很好......但是,在这种情况下增加对撞机大小也无济于事。 (我只是说增加对象大小。无法以其他方式提高用户准确性。或允许多选,并使用Physics2D.CircleCastAll
)。
希望这有帮助!如果您有任何问题,请告诉我。
编辑:为了获得更好的准确性,由于Physics2D.CircleCast
返回的“第一”结果可能是任意选择的,因此您可以使用Physics2D.CircleCastAll
来获取触摸中的所有对象半径,并且只选择最接近原始触摸点的那个:
private void Update() {
//User input (touches) will select cubes
if(Input.touchCount > 0) {
Touch touch = Input.GetTouch(0);
}
Touch[] touches = Input.touches;
foreach(var touchInput in touches) {
float radius = 1.0f; // Change as needed based on testing
Vector2 worldTouchPoint = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position);
RaycastHit2D[] allHits = Physics2D.CircleCastAll(worldTouchPoint, radius, Vector2.zero);
// Find closest collider that was hit
float closestDist = Mathf.Infinity;
GameObject closestObject = null;
foreach (RaycastHit2D hit in allHits){
// Record the object if it's the first one we check,
// or is closer to the touch point than the previous
if (closestObject == null ||
Vector2.Distance(closestObject.transform.position, worldTouchPoint) < closestDist){
closestObject = hit.collider.gameObject;
closestDist = Vector2.Distance(closestObject.transform.position, worldTouchPoint);
}
}
// Finally, select the object we chose based on the criteria
if (closestObject != null) {
selectedCube = closestObject;
selectedCube.GetComponent<SpriteRenderer>().color = Color32.Lerp(defaultColor, darkerColor, 1);
}
}
}