//手枪射线生成位置
public Transform hitShouQiangPos;
//载体
public GameObject holder;
//光标
public GameObject pointer;
if (holder == null)
{
//初始化载体
holder = new GameObject();
holder.transform.parent = hitShouQiangPos.transform;
holder.transform.localPosition = Vector3.zero;
//更改旋转的方向,原先的方向,跟手柄垂直
holder.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
//初始化射线,正方体原型 父物体为载体,大小,位置,碰撞体,刚体,材质,颜色
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
holder.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
pointer.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
BoxCollider collider = pointer.GetComponent<BoxCollider>();
//是否添加刚体
if (addRigidBody)
{
if (collider)
{
collider.isTrigger = true;
}
Rigidbody rigidBody = pointer.AddComponent<Rigidbody>();
rigidBody.isKinematic = true;
}
else
{
if (collider)
{
Object.Destroy(collider);
}
}
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
pointer.GetComponent<MeshRenderer>().material = newMaterial;
Destroy(holder);