Unity 使用this关键字进行函数拓展 - Ray

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CoderZ1010 发表于 2022/09/25 06:35:17 2022/09/25
【摘要】 Example: using UnityEngine; using SK.Framework; public class Foo : MonoBehaviour { private GameObject target; private bool isDetected; private void Update...

Example:

using UnityEngine;
using SK.Framework;

public class Foo : MonoBehaviour
{
    private GameObject target;
    private bool isDetected;

    private void Update()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        //获取射线检测到的物体
        target = ray.GetDetectedObject();
        //获取射线检测到的物体 检测距离为10f
        target = ray.GetDetectedObject(10f);
        //获取射线检测到的物体 检测距离为10f 检测层级为Default层
        target = ray.GetDetectedObject(10f, 1 << LayerMask.NameToLayer("Default"));

        //判断射线是否检测到该物体
        isDetected = ray.IsDetectedGameObject(gameObject);
        //判断射线是否检测到该物体 检测距离为10f
        isDetected = ray.IsDetectedGameObject(10f, gameObject);
        //判断射线是否检测到该物体 检测距离为10f 检测层级为Default层
        isDetected = ray.IsDetectedGameObejct(10f, 1 << LayerMask.NameToLayer("Default"), gameObject);

        //判断射线检测到的物体是否包含指定组件
        isDetected = ray.IsDetectedComponent(out Foo foo1);
        //判断射线检测到的物体是否包含指定组件 检测距离为10f
        isDetected = ray.IsDetectedComponent(10f, out Foo foo2);
        //判断射线检测到的物体是否包含指定组件 检测距离为10f 检测层级为Default层
        isDetected = ray.IsDetectedComponent(10f, 1 << LayerMask.NameToLayer("Default"), out Foo foo3);
    }
}

Extension:

using UnityEngine;

namespace SK.Framework
{
    /// <summary>
    /// 射线相关拓展
    /// </summary>
    public static class RayExtension
    {
        /// <summary>
        /// 获取检测到的物体
        /// </summary>
        /// <param name="self">射线</param>
        /// <returns>检测到的物体</returns>
        public static GameObject GetDetectedObject(this Ray self)
        {
            if(Physics.Raycast(self, out RaycastHit hitInfo))
            {
                return hitInfo.collider.gameObject;
            }
            return null;
        }
        /// <summary>
        /// 获取检测到的物体
        /// </summary>
        /// <param name="self">射线</param>
        /// <param name="maxDistance">检测的最大距离</param>
        /// <returns>检测到的物体</returns>
        public static GameObject GetDetectedObject(this Ray self, float maxDistance)
        {
            if (Physics.Raycast(self, out RaycastHit hitInfo, maxDistance))
            {
                return hitInfo.collider.gameObject;
            }
            return null;
        }
        /// <summary>
        /// 获取检测到的物体
        /// </summary>
        /// <param name="self">射线</param>
        /// <param name="maxDistance">检测的最大距离</param>
        /// <param name="layerMask">检测的层级</param>
        /// <returns>检测到的物体</returns>
        public static GameObject GetDetectedObject(this Ray self, float maxDistance, int layerMask) 
        {
            if (Physics.Raycast(self, out RaycastHit hitInfo, maxDistance, layerMask))
            {
                return hitInfo.collider.gameObject;
            }
            return null;
        }
        /// <summary>
        /// 判断是否检测到目标物体
        /// </summary>
        /// <param name="self">射线</param>
        /// <param name="target">目标物体</param>
        /// <returns>若射线检测到目标物体返回true,否则返回false</returns>
        public static bool IsDetectedGameObject(this Ray self, GameObject target)
        {
            return Physics.Raycast(self, out RaycastHit hitInfo) && hitInfo.collider.gameObject == target;
        }
        /// <summary>
        /// 判断是否检测到目标物体
        /// </summary>
        /// <param name="self">射线</param>
        /// <param name="maxDistance">检测的最大距离</param>
        /// <param name="target">目标物体</param>
        /// <returns>若射线检测到目标物体返回true,否则返回false</returns>
        public static bool IsDetectedGameObject(this Ray self, float maxDistance, GameObject target)
        {
            return Physics.Raycast(self, out RaycastHit hitInfo, maxDistance) && hitInfo.collider.gameObject == target;
        }
        /// <summary>
        /// 判断是否检测到目标物体
        /// </summary>
        /// <param name="self">射线</param>
        /// <param name="maxDistance">检测的最大距离</param>
        /// <param name="layerMask">检测的层级</param>
        /// <param name="target">目标物体</param>
        /// <returns>若射线检测到目标物体返回true,否则返回false</returns>
        public static bool IsDetectedGameObejct(this Ray self, float maxDistance, int layerMask, GameObject target)
        {
            return Physics.Raycast(self, out RaycastHit hitInfo, maxDistance, layerMask) && hitInfo.collider.gameObject == target;
        }
        /// <summary>
        /// 判断是否检测到目标组件
        /// </summary>
        /// <typeparam name="T">组件类型</typeparam>
        /// <param name="self">射线</param>
        /// <param name="t">组件</param>
        /// <returns>若射线检测到目标组件返回true,否则返回false</returns>
        public static bool IsDetectedComponent<T>(this Ray self, out T t) where T : Component
        {
            if (Physics.Raycast(self, out RaycastHit hitInfo))
            {
                t = hitInfo.collider.GetComponent<T>();
                return t != null;
            }
            t = null;
            return false;
        }
        /// <summary>
        /// 判断是否检测到目标组件
        /// </summary>
        /// <typeparam name="T">组件类型</typeparam>
        /// <param name="self">射线</param>
        /// <param name="maxDistance">检测的最大距离</param>
        /// <param name="t">组件</param>
        /// <returns>若射线检测到目标组件返回true,否则返回false</returns>
        public static bool IsDetectedComponent<T>(this Ray self, float maxDistance, out T t) where T : Component
        {
            if (Physics.Raycast(self, out RaycastHit hitInfo, maxDistance))
            {
                t = hitInfo.collider.GetComponent<T>();
                return t != null;
            }
            t = null;
            return false;
        }
        /// <summary>
        /// 判断是否检测到目标组件
        /// </summary>
        /// <typeparam name="T">组件类型</typeparam>
        /// <param name="self">射线</param>
        /// <param name="maxDistance">检测的最大距离</param>
        /// <param name="layerMask">检测的层级</param>
        /// <param name="t">组件</param>
        /// <returns>若射线检测到目标组件返回true,否则返回false</returns>
        public static bool IsDetectedComponent<T>(this Ray self, float maxDistance, int layerMask, out T t) where T : Component
        {
            if (Physics.Raycast(self, out RaycastHit hitInfo, maxDistance, layerMask))
            {
                t = hitInfo.collider.GetComponent<T>();
                return t != null;
            }
            t = null;
            return false;
        }
    }
}

文章来源: coderz.blog.csdn.net,作者:CoderZ1010,版权归原作者所有,如需转载,请联系作者。

原文链接:coderz.blog.csdn.net/article/details/120469008

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