unity储存粒子碰撞点坐标
时间: 2024-09-18 21:15:43 浏览: 57
在Unity中,如果你想存储粒子碰撞点的坐标,你可以创建一个专门的数据结构或者游戏对象属性来保存这个信息。通常,这涉及到对碰撞系统如Physics.Raycast()、Collider组件或Box Collider等的事件处理。
1. 创建一个脚本:首先,编写一个C#脚本,比如`ParticleCollisionHandler.cs`,在这个脚本中定义一个数组或者列表来存储每个粒子碰撞的坐标,例如:
```csharp
public class ParticleCollisionHandler : MonoBehaviour
{
public List<CollisonData> collisionPoints = new List<CollisonData>();
private void OnCollisionEnter(Collision collision)
{
// 碰撞检测
RaycastHit hit;
if (collision.TryGetHit(out hit))
{
CollisionData data = new CollisionData();
data.position = hit.point;
collisionPoints.Add(data);
}
}
public struct CollisionData
{
public Vector3 position;
}
}
```
2. 使用数据:当粒子碰撞到其他物体时,脚本会被触发,然后将碰撞点的坐标添加到`collisionPoints`列表中。
3. 访问数据:在需要的地方,可以通过`collisionPoints`获取所有的碰撞点坐标。
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