使用此结构来设置在作业过程中异步执行的球体投射命令。
使用此结构计划一批球体投射时,这些球体投射会以异步方式并行执行。每个球体投射的结果会写入结果缓冲区。由于结果是异步写入,因此在作业完成之前无法访问结果缓冲区。
命令缓冲区中索引 N 处的命令的结果会存储在结果缓冲区中索引 N 处。
另请参阅:Physics.Spherecast。
using Unity.Collections; using Unity.Jobs; using UnityEngine;
public class Example : MonoBehaviour { private void SpherecastExample() { // Perform a single sphere cast using SpherecastCommand and wait for it to complete // Set up the command and result buffers var results = new NativeArray<RaycastHit>(1, Allocator.Temp); var commands = new NativeArray<SpherecastCommand>(1, Allocator.Temp);
// Set the data of the first command Vector3 origin = Vector3.forward * -10; Vector3 direction = Vector3.forward; float radius = 0.5f;
commands[0] = new SpherecastCommand(origin, radius, direction);
// Schedule the batch of sphere casts var handle = SpherecastCommand.ScheduleBatch(commands, results, 1, default(JobHandle));
// Wait for the batch processing job to complete handle.Complete();
// Copy the result. If batchedHit.collider is null, there was no hit RaycastHit batchedHit = results[0];
// Dispose the buffers results.Dispose(); commands.Dispose(); } }
direction | 球体投射的方向。 |
distance | 球体应检查碰撞的最大距离。 |
layerMask | 用于在投射球体时有选择地忽略碰撞体的 LayerMask。 |
origin | 球体投射在世界坐标系中的起点。 |
radius | 投射球体的半径。 |
SpherecastCommand | 创建 SpherecastCommand。 |
ScheduleBatch | 安排在一个作业中要执行的一批球体投射。 |