Unity DOTS中的物理系统即Unity.Physics,这里使用一个简单的demo(小球弹起效果),来说明一下 碰撞 Trigger。
1、创建sphere(注意,要去掉ShpereCollider),添加Physics Shape,ShapeType 选择 Sphere,PhysicsShape 选择RaiseTriggerEvents;添加 Physics Body。(当然添加ConvertToEntity是必须的,关于ConvertToEntity的使用可以看一下官网demo)
2、创建plane(注意,要去掉MeshCollider),添加Physics Shape,ShapeType 选择 Plane。
3、小球弹起,触发逻辑
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Physics;
using Unity.Collections;
using Unity.Physics.Systems;public class PhysicalSystem : SystemBase
{
private BuildPhysicsWorld m_buildPhysicsWorld;//物理系统的准备工作,将TriggerCollisionEvents传递给Jobprivate StepPhysicsWorld m_stepPhysicsWorld;//物理系统的准备工作,将TriggerCollisionEvents传递给Jobprotected override void OnCreate(){
m_buildPhysicsWorld = World.GetOrCreateSystem<BuildPhysicsWorld>();m_stepPhysicsWorld = World.GetOrCreateSystem<StepPhysicsWorld>();}protected override void OnUpdate(){
TriggerJob triggerJob = new TriggerJob(){
PhysicVelocityGroup = GetComponentDataFromEntity<PhysicsVelocity>()};Dependency = triggerJob.Schedule(m_stepPhysicsWorld.Simulation, ref m_buildPhysicsWorld.PhysicsWorld, Dependency);}
}public struct TriggerJob : ITriggerEventsJob
{
/// <summary>/// cube和sphere中只有小球添加了PhysicsBody,在转成entity后,只有小球有physicsvelocity/// </summary>public ComponentDataFromEntity<PhysicsVelocity> PhysicVelocityGroup;public void Execute(TriggerEvent triggerEvent){
if (PhysicVelocityGroup.HasComponent(triggerEvent.EntityA)){
Debug.Log("EntityA is sphere = " + triggerEvent.EntityA);var velocity = PhysicVelocityGroup[triggerEvent.EntityA];velocity.Linear.y = 10f;//如果是小球改变它的物理速度PhysicVelocityGroup[triggerEvent.EntityA] = velocity;}if (PhysicVelocityGroup.HasComponent(triggerEvent.EntityB)){
Debug.Log("EntityB is sphere = " + triggerEvent.EntityB);var velocity = PhysicVelocityGroup[triggerEvent.EntityB];velocity.Linear.y = 10f;//如果是小球改变它的物理速度PhysicVelocityGroup[triggerEvent.EntityB] = velocity;}}
}