目录
1.实现思路
2.记录小球生成时间
3.设置小球
4.移动拖尾,动态计算
5.测试
1.实现思路
unity自带组件TrailRenderer不带Collider,如果想实现碰撞触发功能怎么实现呢
在拖尾移动时生成小球,用小球colliderr当做触发器,动态计算小球的存在时间,超时后销毁
2.记录小球生成时间
Point.cs记录小球生成时间,OnTriggerEnter内做触发处理
挂载到小球预设体上面
using UnityEngine;public class Point : MonoBehaviour
{public float createTime;void OnTriggerEnter(Collider coll){Debug.Log("Do something");if (coll.tag == "Fruit"){Debug.Log("Trail collider Enter");//coll.GetComponent<Fruit>().OnHirt(50);}}
}
3.设置小球
勾选IsTrigger,变为触发器
取消勾选MeshRenderer,不显示小球;测试时可以显示,测试完成后取消勾选
4.移动拖尾,动态计算
本文用到了对象池,不用自行修改为GameObject.Instantiate、Destory
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;public class DrawTrailCollider : MonoBehaviour
{//拖尾特效持续时长public static float overTime = 0.2f;public List<Point> pointList = new List<Point>();private int maxPoints = 500;public int minPixelMove = 5; // Must move at least this many pixels per sample for a new segment to be recordedpublic float distanceFromCamera = 5.0f;private Vector3 previousPosition;private int sqrMinPixelMove;private bool canDraw = false;void Start(){sqrMinPixelMove = minPixelMove * minPixelMove;}void Update(){if (Input.GetKeyDown(KeyCode.Space))//调试{EditorApplication.isPaused = true;}if (Input.GetMouseButtonDown(0)){previousPosition = Input.mousePosition;AddPoint(GetMousePos());canDraw = true;}else if (Input.GetMouseButton(0) && (Input.mousePosition - previousPosition).sqrMagnitude > sqrMinPixelMove && canDraw){previousPosition = Input.mousePosition;AddPoint(GetMousePos());CheckOverTime();if (pointList.Count >= maxPoints){canDraw = false;}}else{if (pointList.Count > 0){CheckOverTime();}}}Vector3 GetMousePos(){var p = Input.mousePosition;p.z = distanceFromCamera;//Vector3 pos = XHSDK.XHSDKManager.Instance.mainCam.ScreenToWorldPoint(p);Vector3 pos = Camera.main.ScreenToWorldPoint(p);return pos;}/// <summary>/// 增加顶点/// </summary>public void AddPoint(Vector3 pos){GameObject go = ObjectPool._instance.GetObject("Point", pos, Quaternion.identity);Point point = go.GetComponent<Point>();point.createTime = Time.realtimeSinceStartup;pointList.Add(point);}void CheckOverTime(){//移除超时的点for (int i = 0; i < pointList.Count; i++){ if (Time.realtimeSinceStartup - pointList[i].createTime > overTime){ObjectPool._instance.SetObjectToPool(pointList[i].gameObject);pointList.Remove(pointList[i]);i--;}}}
}
5.测试
测试基本可以达到想要的效果