我有几个房间是随机放置的,所以我必须检查房间是否重叠。房间的大小为 10x10,出于测试原因,房间完全并排放置(它们在场景中不重叠)。地板是一种变换,由 1 个或多个变换组成(在本例中,由一个正方形组成,但对于其他形式,它可能是 2 个或更多)。
为了检查它们是否重叠,我有这个不起作用的功能。调试日志始终介于 3 和 61 之间。
public bool Overlapping()
{
//Lists for the position and of the size of each floor transform
List<Vector3> positions = new List<Vector3>();
List<Vector3> sizes = new List<Vector3>();
//Check if floor consists out of more than 1 transform
if (Floor.childCount > 0)
foreach (Transform t in Floor)
{
positions.Add(t.position);
sizes.Add(t.lossyScale);
}
else
{
positions.Add(Floor.position);
sizes.Add(Floor.lossyScale);
}
//Save old room pos and move it out of the way
Vector3 position = this.transform.position;
this.transform.position = new Vector3(0, 100, 0);
//Check if any floor transform would overlap
for (int i = 0; i < positions.Count; i++)
{
//Make overlap box visible
GameObject rec = GameObject.CreatePrimitive(PrimitiveType.Cube);
rec.transform.localScale = sizes[i];
rec.transform.localPosition = positions[i];
rec.transform.localRotation = Quaternion.Euler(0, 0, 0);
//Returns the colliders which are overlapping
if (Physics.OverlapBox(positions[i], sizes[i] / 2).Length > 0)
{
Debug.Log(Physics.OverlapBox(positions[i], sizes[i] / 2).Length);
//return this room to it's old position
this.transform.position = position;
return true;
}
}
//return this room to it's old position
this.transform.position = position;
return false;
}
顺便说一句,对于正在阅读的人 (2/2016)OverlapBox
是Unity最新版本刚刚添加的全新调用。
Edit:按照 Joe 的建议,我使 OverlapBox“可见”,但它们似乎处于正确的位置和正确的尺寸(红色是我的房间,灰色是碰撞器)......
我现在已经可以使用了。每个 OverlapBox 都放置正确,但它们仍然发生碰撞,因为它们距离对象“太近”。此更改修复了它:
if (Physics.OverlapBox(positions[i], new Vector3(sizes[i].x - 0.01f, sizes[i].y - 0.01f, sizes[i].z - 0.01f) / 2, rotations[i]).Length > 0)
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