Author: Lars-Erik Jakobsson (save)
Description
This script illustrates how to find the closest transform to another transform. Commonly used to check which object is closest to the player. Should be ready to go for mobile devices too.
Usage
Name this script ClosestCollider.js and assign it to the player transform. From Inspector tweak the radius, masked layers and update frequency.
JavaScript - ClosestCollider.js
#pragma strict #pragma downcast import System; /* ClosestCollider.js Description: Finding closest collider without using a pool Last updated: 2012-12-28 Author: save */ var sphereRadius : float = 10.0; //Radius of the OverlapSphere var sphereMask : LayerMask; //What layers the OverlapSphere sees var updateFrequency : float = 1.0; //Update frequency of FindClosestCollider-function private var cachedUF : float; //Cached value of updateFrequency static var pTransform : Transform; //Cache the Player Transform function Start () { pTransform = transform; RestartInvokeRepeating(); } //Finding the closest collider function FindClosestCollider () { if (updateFrequency!=cachedUF) RestartInvokeRepeating(); var pSphere : Collider[] = Physics.OverlapSphere(pTransform.position, sphereRadius, sphereMask); if (pSphere==null||pSphere.Length==0) return; System.Array.Sort(pSphere, new PositionSorter()); DoSomethingWithClosestTransform(pSphere[0].transform); } //Do something with the closest transform, for instance print its name in Console function DoSomethingWithClosestTransform (t : Transform) { Debug.Log(t.name); } //This is just a fancy extra if you want to update the frequency in play mode function RestartInvokeRepeating () { updateFrequency = Mathf.Clamp(updateFrequency, .01, 10.0); CancelInvoke("FindClosestCollider"); InvokeRepeating("FindClosestCollider", .0, updateFrequency); cachedUF = updateFrequency; } //Sort the closest transform class PositionSorter implements IComparer { function Compare(a : System.Object, b : System.Object) : int { if ( !(a instanceof Collider) || !(b instanceof Collider)) return; var posA : Collider = a; var posB : Collider = b; return (ClosestCollider.pTransform.position-posA.transform.position).magnitude.CompareTo((ClosestCollider.pTransform.position-posB.transform.position).magnitude); } }