• 【Unity3D】Tags和Layers


    Tags和Layers分别表示是Unity引擎里面的标签和层,他们都是用来对GameObject进行标识的属性,Tags常用于单个GameObject,Layers常用于一组的GameObject。添加Tags和Layers的操作如下:

    "Edit" -> "Project Settings" -> "Tags and Layers"来打开设置面板。

     

        tag可以理解为一类元素的标记,如hero、enemy、apple-tree等。通过设置tag,可以方便地通过GameObject.FindWithTag()来寻找对象。GameObject.FindWithTag()只返回一个对象,要想获取多个tag为某值的对象,GameObject.FindGameObjectsWithTag()。

        每个GameObject的Inspector面板最上方都也有个Layer选项,就在Tag旁边,unity已经有了几个层,我们新建个层,也叫UI,点击Add Layer,可以看到从Layer0到Layer7都灰掉了,那是不能用的,从第八个起可以用,Layer和tag还有一个很大的区别就是layer最多只能有32个层。

        在使用过程中,使用Culling Mask、Layer Mask的地方实际指的就是layer。下面我们来看一段使用layer来检测碰撞的代码:

    Ray ray1 = nguiCamera.camera.ScreenPointToRay(Input.mousePosition);  
    RaycastHit hit1; 
    LayerMask mask = 1 << LayerMask.NameToLayer("UI"); 
     if (Physics.Raycast(ray1, out hit1, 600, mask.value)) 
    { 
          return;
    } 

      LayerMask的NameToLayer是通过层的名称返回该层的索引,如果是8,然后1<<8换算成LayerMask值,再用LayerMask的value就可以了。注意也必须设置collider才能接收碰撞,这里才能判断到。LayerMask实际上是一个位码操作,在Unity中Layers一共有32层,这个是不能增加或者减少的:     1 << LayerMask.NameToLayer("UI") 这一句实际上表示射线查询只在UI所在这个层级查找是返回的该名字所定义的层的层索引,注意是从0开始。

    下面我们来看一个玩家控制的脚本,利用 Physics2D.Linecast检测物体是否碰撞到地面。

    using UnityEngine;
    using System.Collections;
    
    public class PlayerControl : MonoBehaviour
    {
        [HideInInspector]
        public bool facingRight = true;            // For determining which way the player is currently facing.
        [HideInInspector]
        public bool jump = false;                // Condition for whether the player should jump.
    
    
        public float moveForce = 365f;            // Amount of force added to move the player left and right.
        public float maxSpeed = 5f;                // The fastest the player can travel in the x axis.
        public AudioClip[] jumpClips;            // Array of clips for when the player jumps.
        public float jumpForce = 1000f;            // Amount of force added when the player jumps.
        public AudioClip[] taunts;                // Array of clips for when the player taunts.
        public float tauntProbability = 50f;    // Chance of a taunt happening.
        public float tauntDelay = 1f;            // Delay for when the taunt should happen.
    
    
        private int tauntIndex;                    // The index of the taunts array indicating the most recent taunt.
        private Transform groundCheck;            // A position marking where to check if the player is grounded.
        private bool grounded = false;            // Whether or not the player is grounded.
        private Animator anim;                    // Reference to the player's animator component.
    
    
        void Awake()
        {
            // Setting up references.
            // 在子对象里面找到groundCheck
            groundCheck = transform.Find("groundCheck");
            // 获取当前的动画控制器
            anim = GetComponent<Animator>();
        }
    
        void Update()
        {
            // 是为能随时检测到groundCheck这个物体,添加一个名叫Ground的Layer,然后把场景中的所有代表地面的物体的Layer设为Ground
            // 这里用到了2D射线检测Physics2D.Linecast()
            // LayerMask实际上是一个位码操作,在Unity3d中Layers一共有32层,这个是不能增加或者减少的:
            // 1 << LayerMask.NameToLayer("Ground") 这一句实际上表示射线查询只在Ground所在这个层级查找 是返回的该名字所定义的层的层索引,注意是从0开始
            // 每个GameObject的Inspector面板最上方都也有个Layer选项,就在Tag旁边,unity3d已经有了几个层,我们新建个层,也叫UI,点击Add Layer,可以看到从Layer0到Layer7都灰掉了,那是不能用的,从第八个起可以用,所以在第八个建个UI的层。
            // 一般情况下我们只用前两个参数,distance表示射线距离,默认是无限远,重点是最后一个参数layerMask,专门处理layer过滤的,是个整型,怎么用呢,是靠layer的二进制位来操作的
            // LayerMask的NameToLayer是通过层的名称返回该层的索引,这里是8,然后1<<8换算成LayerMask值,再用LayerMask的value就可以了。
            // 注意也必须设置collider才能接收碰撞,这里才能判断到。
            grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));  
    
            // If the jump button is pressed and the player is grounded then the player should jump.
            // 如果点击了跳的按键,并且已经着陆,那么就可以跳起来
            if(Input.GetButtonDown("Jump") && grounded)
                jump = true;
        }
    
        // 因为主角游戏对象要使用到刚体力,所以一定要写在FixedUpdate里面,不能放在Update上
        void FixedUpdate ()
        {
            // Cache the horizontal input.
            // 换取水平方向的移动距离
            float h = Input.GetAxis("Horizontal");
    
            // The Speed animator parameter is set to the absolute value of the horizontal input.
            // 设置动画的速度变量
            anim.SetFloat("Speed", Mathf.Abs(h));
    
            // 给物体添加一个水平的力,让它移动的时候会产生惯性的效果
            // If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
            // 如果速度小于最大的速度 
            if(h * rigidbody2D.velocity.x < maxSpeed)
                // ... add a force to the player.
                rigidbody2D.AddForce(Vector2.right * h * moveForce);
    
            // If the player's horizontal velocity is greater than the maxSpeed...
            if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed)
                // ... set the player's velocity to the maxSpeed in the x axis.
                rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y);
    
            // 转身
            // If the input is moving the player right and the player is facing left...
            if(h > 0 && !facingRight)
                // ... flip the player.
                Flip();
            // Otherwise if the input is moving the player left and the player is facing right...
            else if(h < 0 && facingRight)
                // ... flip the player.
                Flip();
    
            // If the player should jump...
            if(jump)
            {
                // Set the Jump animator trigger parameter.
                // 触发跳的动画
                anim.SetTrigger("Jump");
    
                // Play a random jump audio clip.
                int i = Random.Range(0, jumpClips.Length);
                AudioSource.PlayClipAtPoint(jumpClips[i], transform.position);
    
                // Add a vertical force to the player.
                // 添加一个垂直的力
                rigidbody2D.AddForce(new Vector2(0f, jumpForce));
    
                // Make sure the player can't jump again until the jump conditions from Update are satisfied.
                jump = false;
            }
        }
        
        // 转身
        void Flip ()
        {
            // Switch the way the player is labelled as facing.
            facingRight = !facingRight;
    
            // Multiply the player's x local scale by -1.
            Vector3 theScale = transform.localScale;
            theScale.x *= -1;
            transform.localScale = theScale;
        }
    
    
        public IEnumerator Taunt()
        {
            // Check the random chance of taunting.
            float tauntChance = Random.Range(0f, 100f);
            if(tauntChance > tauntProbability)
            {
                // Wait for tauntDelay number of seconds.
                yield return new WaitForSeconds(tauntDelay);
    
                // If there is no clip currently playing.
                if(!audio.isPlaying)
                {
                    // Choose a random, but different taunt.
                    tauntIndex = TauntRandom();
    
                    // Play the new taunt.
                    audio.clip = taunts[tauntIndex];
                    audio.Play();
                }
            }
        }
    
    
        int TauntRandom()
        {
            // Choose a random index of the taunts array.
            int i = Random.Range(0, taunts.Length);
    
            // If it's the same as the previous taunt...
            if(i == tauntIndex)
                // ... try another random taunt.
                return TauntRandom();
            else
                // Otherwise return this index.
                return i;
        }
    }
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  • 原文地址:https://www.cnblogs.com/qiuxiangmuyu/p/5826418.html
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