//绘图检测类,用来在场景中显示技能范围,方便调试 DebugDrawTool.DrawRectangle(transform, transform.position, this.speed * this.skillobjTriggerparam.skillConfigData.skillRecycleTime, this.skillobjTriggerparam.skillConfigData.skill
Debug.DrawLine(transform.position, transform.position + leftBound, Color.blue);//扇形右边界Vector3 RightBound = Quaternion.Euler(0f, angle /2+ skillAngle,0f) * transform.right; Debug.DrawLine(transform.position, transform.position + RightBound , Color.yellow); Vector3 enemyDir = enemyPos -...
using UnityEngine; using System.Collections.Generic; public class DebugDrawTool : MonoBehaviour { private static LineRenderer GetLineRenderer(Transform t) { LineRenderer lr = t.GetComponent<LineRenderer>(); if (lr == null) { lr = t.gameObject.AddComponent<LineRenderer>(); } lr.SetWidth(0.05...
[Circle 圆形] 这应该是最简单的类型,只要去判断self和target的distance就可以做到了。 我们希望能直观看到范围的情况,故使用Debug.DrawLine做了调试的绘制。 绘制编码: 小菜不想由于各个对象高度的不同带来的检测差异,故用NormalizePosition将位置的y信息都归置成了0。 范围检测编码: [Triangle 三角形] 三角形范围...
Debug: DrawArrow DrawLine DrawPoint DrawCircle DrawCone DrawWireCube … and is easily extensible to other methods you might need. Dependencies Unity 2019.3.0F6+ Unsafe Compilation Unity.Collections Unity.Mathematics Entities 0.4.0 Burst Old Versions The original project was moved to ‘non-jobs-vers...
Debug.Log("menu2/menu2"); } /* * _%H 表示快捷键为ctrl + H * 创建快捷键方式 : 在对应的MenuItem后面以" _"开头,后面添加快捷键标志 * 快捷键标志规则 : * % = ctrl * # = Shift * & = Alt * F1…F2 = F... * LEFT/RIGHT/UP/DOWN = 上下左右 ...
(DrawCircleImage()); } IEnumerator DrawCircleImage() { Debug.Log(System.DateTime.Now); yield return new WaitForSeconds(timeInterval); while (duration < 1f) { duration += 1f / ((timeSeconds - 0.1f) / timeInterval) * 2; image.fillAmount = duration; yield return new WaitForSeconds(time...
(spreadAngle * Mathf.Deg2Rad); Vector2 randomCircle = Random.insideUnitCircle * radius; return originalDir + new Vector3(randomCircle.x, randomCircle.y, 0); } 二、高级命中判定技术 1. 穿透检测(穿甲弹效果) csharp 复制 List<RaycastHit> PenetrationCheck(Ray ray, float maxDistance) { List<...
DrawLine在指定的起始点与结束点之间绘制一条直线。 DrawRay在世界坐标中绘制一条从 start 到 start + dir 的直线。 Log将 message 记录到 Unity 控制台。 LogAssertion将断言消息记录到控制台的 Debug.Log 的变体。 LogAssertionFormat将格式化断言消息记录到 Unity 控制台。
//Eventcallback example: Debug-draw all contact points and normals for 2 seconds. function OnCollisionEnter(collision :Collision) { for (var contact :ContactPointin collision.contacts) {Debug.DrawRay(contact.point, contact.normal,Color.green, 2, false); } }...