Unity:尝试实施边缘爬升时,射线广播未记录命中

如何解决Unity:尝试实施边缘爬升时,射线广播未记录命中

我正在尝试在Unity中实现边缘爬升,但是Raycasts遇到了问题,它没有记录点击数。

代码:

using System.Linq;
using UnityEngine;

public class PlayerEdgeClimb : MonoBehaviour
{
    [SerializeField]
    Vector3Variable lookDirection;

    [SerializeField]
    float heightThreshold = 0.25f;

    [SerializeField]
    float rayDistance = 0.05f;

    Vector3 hitClimbableStartPosition;
    Vector3 playerBottomPosition;
    Vector3 playerThresholdHeightPosition;
    Vector3 lookDirectionOffset;

    Rigidbody rb;

    void Start() {
        rb = GetComponent<Rigidbody>();
    }

    void Update() {
        lookDirectionOffset = lookDirection.Value * (transform.localScale.x / 2f);

        playerBottomPosition = transform.position + Vector3.down * transform.localScale.y / 2f;
        playerThresholdHeightPosition = Vector3.up * (transform.localScale.y * heightThreshold);

        var fudge = Vector3.up * 0.1f;
        
        hitClimbableStartPosition = playerBottomPosition + playerThresholdHeightPosition + lookDirectionOffset + fudge;
    }

    void FixedUpdate() {
        if (lookDirection.Value.x != 0) {
            if (CheckHitClimbable() && CheckCanClimbUnobstructed()) {
                transform.position += playerThresholdHeightPosition;
            }
        }
    }

    bool CheckHitClimbable() {
        float rayCount = 5f;
        float increment = transform.localScale.y * heightThreshold / rayCount;

        Vector3 rayPosition = hitClimbableStartPosition;

        foreach (var index in Enumerable.Range(0,(int)rayCount - 1))
        {
            Ray ray = new Ray(rayPosition,lookDirection.Value);

            RaycastHit hit;

            if (Physics.Raycast(ray,out hit,rayDistance)) {
                Debug.DrawLine(rayPosition,rayPosition + lookDirection.Value * rayDistance,Color.red);
                return true;
            } else {
                Debug.DrawLine(rayPosition,Color.black);
                rayPosition += Vector3.down * increment;
            }
        }

        return false;
    }

    bool CheckCanClimbUnobstructed() {
        float rayCount = 20f;
        float increment = transform.localScale.y / rayCount;

        Vector3 rayPosition = hitClimbableStartPosition;

        foreach (var index in Enumerable.Range(0,transform.localScale.x)) {
                Debug.DrawLine(rayPosition,rayPosition + lookDirection.Value * transform.localScale.x,Color.red);
                return false;
            } else {
                Debug.DrawLine(rayPosition,Color.green);
                rayPosition += Vector3.up * increment;
            }
        }

        return true;
    }

    void OnDrawGizmos() {
        Gizmos.color = Color.green;

        Gizmos.DrawCube(hitClimbableStartPosition,new Vector3(0.1f,0.1f,0.1f));
    }
}

行为视频:https://twitter.com/testingrequired/status/1294433037996953600

编辑

因此,将射线距离(增加到0.33)和使用的射线数量(增加到11)大大地帮助了

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