Unity 2D 重叠碰撞器

Unity 2D Overlapping Colliders

我正在开发一个 2D 点和点击冒险,我在重叠时遇到 2D 碰撞器的问题。

这是游戏的示例场景:

发生了什么:

这是播放器的代码:

    public NavMeshAgent2D agent;
    public float turnSmoothing = 15f;
    public float speedDampTime = 0.1f;
    public float slowingSpeed = 0.175f;
    public float turnSpeedThreshold = 0.5f;
    public float inputHoldDelay = 0.5f;
    public Rigidbody2D body;
    public bool freezeRotation;
    private WaitForSeconds inputHoldWait;
    private Vector3 destinationPosition;
    private Interactables currentInteractable;
    private bool handleInput = true;

    private const float navMeshSampleDistance = 4f;
    private const float stopDistanceProportion = 0.1f;

    public void OnGroundClick(BaseEventData data)
    {
        Debug.Log("OnGroundClick");
        if (!handleInput)
        {
            return;
        }
        currentInteractable = null;
        PointerEventData pData = (PointerEventData)data;
        NavMeshHit2D hit;
        if (NavMesh2D.SamplePosition(pData.pointerCurrentRaycast.worldPosition,
            out hit, navMeshSampleDistance, NavMesh2D.AllAreas))
        {
            destinationPosition = hit.position;
        }
        else 
        {
            destinationPosition = pData.pointerCurrentRaycast.worldPosition;
        }
        agent.SetDestination(destinationPosition);
        agent.isStopped = false; //agent.Resume();
    }

    public void OnInteractableClick(Interactables interactable)
    {
        Debug.Log("OnInteractableClick");
        if (!handleInput)
        {
            return;
        }
        currentInteractable = interactable;
        destinationPosition = currentInteractable.interactionLocation.position;
        agent.SetDestination(destinationPosition);
        agent.isStopped = false;
    }

注意:NavMesh2D 是用于为 2D 环境创建导航网格的第三方资源

我已经尝试更改每个对撞机上的 z 位置,但没有效果。

如何单独检测两个对撞机?

我为背景添加了一些细节到 raycaster。把它移到z轴的最后面,然后我修改了它的代码。

public void OnGroundClick(BaseEventData data)
{
    Debug.Log("OnGroundClick");
    if (!handleInput)
    {
        return;
    }
    currentInteractable = null;
    PointerEventData pData = (PointerEventData)data;
    Vector3 worldPoint = Camera.main.ScreenToWorldPoint(pData.pointerCurrentRaycast.worldPosition);
    worldPoint.z = Camera.main.transform.position.z;
    Ray ray = new Ray(worldPoint, new Vector3(0, 0, 1));
    RaycastHit2D hitInfo = Physics2D.GetRayIntersection(ray);
    NavMeshHit2D hit;
    if (NavMesh2D.SamplePosition(pData.pointerCurrentRaycast.worldPosition,
        out hit, navMeshSampleDistance, NavMesh2D.AllAreas))
    {
        destinationPosition = hit.position;
    }
    else 
    {
        destinationPosition = pData.pointerCurrentRaycast.worldPosition;
    }
    agent.SetDestination(destinationPosition);
    agent.isStopped = false; //agent.Resume();
}