射线检测

  public override void Execute (Car_SpeedNormalState_Acc Entity)
  {
    //base.Execute (Entity);
    RaycastHit hit1;
      RaycastHit hit2;
    LayerMask mask = 1<<9 | 1<<11;
      Vector3 rayLinePosition1 = new Vector3(car.rigidbody.transform.position.x,car.rigidbody.transform.position.y,car.rigidbody.transform.position.z-0.8f);
      Vector3 rayLinePosition2 = new Vector3(car.rigidbody.transform.position.x,car.rigidbody.transform.position.y,car.rigidbody.transform.position.z+0.6f);

    Debug.DrawRay (rayLinePosition1,rayLinePosition2);

//      Debug.Log( "................................................Game Over Game Over"+rigidbody.transform.position);
      if(Physics.Raycast(rayLinePosition1,lineDirection,out hit1,100.0f,mask) && Physics.Raycast(rayLinePosition2,lineDirection,out hit2,100.0f,mask)) {
        //if(hit.collider.gameObject.layer==9 ){
        if((hit1.collider.gameObject !=null) && (hit2.collider.gameObject !=null)){
        //Vector3 recoverPosition = new Vector3(rigidbody.transform.position.x,rigidbody.transform.position.y+hit.distance+5.0f,rigidbody.position.z+1.0f);//莉・霓ヲ蟄壬osition荳コ蝓コ轤ケ邂怜屓螟堺ス咲スョ
        Vector3 recoverPosition = new Vector3(car.rigidbody.transform.position.x,hit1.collider.transform.position.y+4.0f,car.rigidbody.position.z+0.5f);//莉・clider荳コ蝓コ轤ケ邂苓スヲ蟄仙屓螟堺ス咲スョ
        car.rigidbody.position=recoverPosition;
        
        Entity.m_pStateMachine.RemoveStateWithoutExit(Entity.oldCar_SpeedNormalState_Acc_Stop);
        Entity.oldCar_SpeedNormalState_Acc_Stop=new Car_SpeedNormalState_Acc_Stop();
        Entity.m_pStateMachine.AddNewState(Entity.oldCar_SpeedNormalState_Acc_Stop);
        
        //Entity.GetFSM ().ChangeState(Car_SpeedNormalState_Acc_Stop.Instance());
        Entity.GetFSM ().RemoveState(this);
        }
      }

  }

给怪物添加淡入淡出

iTween.MoveTo(this.gameObject,strawPosition.transform.position,.9f);
iTween.FadeTo(this.gameObject,0,0.2f);

检测玉米堆使用层碰撞

void OnTriggerEnter(Collider other) {
if(other.gameObject.layer==10){//碰撞检测碰到玉米粒
//Debug.Log(Time.time+" find corn");
GameObject cornObj=other.gameObject;
//玉米粒散开
if(cornObj.transform.parent!=null){
Transform cornArr=cornObj.transform.parent;
int cornArrCount=cornArr.childCount;
for(int i=0;i<cornArrCount;i++){
GameObject cornChild= cornArr.GetChild(i).gameObject;
if(cornChild.rigidbody==null||cornChild.layer!=10) continue;
cornChild.rigidbody.constraints=RigidbodyConstraints.FreezePositionX |
RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
cornChild.rigidbody.WakeUp();
}
}
}


汽车重新设置位置用射线检测

public override void Execute (Car_SpeedNormalState_Acc Entity)
{
//base.Execute (Entity);
RaycastHit hit1;
RaycastHit hit2;
LayerMask mask = 1<<9 | 1<<11;
Vector3 rayLinePosition1 = new Vector3(car.rigidbody.transform.position.x,car.rigidbody.transform.position.y,car.rigidbody.transform.position.z-0.8f);
Vector3 rayLinePosition2 = new Vector3(car.rigidbody.transform.position.x,car.rigidbody.transform.position.y,car.rigidbody.transform.position.z+0.6f);

Debug.DrawRay (rayLinePosition1,rayLinePosition2);

// Debug.Log( "................................................Game Over Game Over"+rigidbody.transform.position);
if(Physics.Raycast(rayLinePosition1,lineDirection,out hit1,100.0f,mask) && Physics.Raycast(rayLinePosition2,lineDirection,out hit2,100.0f,mask)) {
//if(hit.collider.gameObject.layer==9 ){
if((hit1.collider.gameObject !=null) && (hit2.collider.gameObject !=null)){
//Vector3 recoverPosition = new Vector3(rigidbody.transform.position.x,rigidbody.transform.position.y+hit.distance+5.0f,rigidbody.position.z+1.0f);//・霓ヲ蟄壬ositionコ蝓コ轤ケ邂怜屓螟堺ス咲スョ
Vector3 recoverPosition = new Vector3(car.rigidbody.transform.position.x,hit1.collider.transform.position.y+4.0f,car.rigidbody.position.z+0.5f);//cliderコ蝓コ轤ケ邂苓スヲ蟄仙屓螟堺ス咲スョ
car.rigidbody.position=recoverPosition;

Entity.m_pStateMachine.RemoveStateWithoutExit(Entity.oldCar_SpeedNormalState_Acc_Stop);
Entity.oldCar_SpeedNormalState_Acc_Stop=new Car_SpeedNormalState_Acc_Stop();
Entity.m_pStateMachine.AddNewState(Entity.oldCar_SpeedNormalState_Acc_Stop);

//Entity.GetFSM ().ChangeState(Car_SpeedNormalState_Acc_Stop.Instance());
Entity.GetFSM ().RemoveState(this);
}
}
}




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