Unity是用 int32来表示32个Layer层,int32用二进制来表示一共有32位。html
0000 0000 0000 0000 0000 0000 0000 0000ide
31 0ui
LayerMask mask = 1<<2;
其中 <<左边的 1表示有[开启],0表示没有该layer[忽略] 。右边的2表示左移2位便是 layer2层的位置。spa
LayerMask mask = 1 << 0 | 1 << 2;
LayerMask mask = 1 << 0 | 0 << 2
LaserMask mask=1 << LayserMask.NameToLayer(“Default”);
下面是一个脚本例子,把它绑定在Camera上code
using UnityEngine; using System.Collections; [RequireComponent(typeof(Camera))] public class LayerMaskTest : MonoBehaviour { //打开Npc层,变1 或 运算符 private void Show() { //camera.cullingMask |= 1 << LayerMask.NameToLayer("Npc"); camera.cullingMask = (int) 1<<LayerMask.NameToLayer("Npc");//写法二 } // 关闭Npc层,变0 按位与 & 按位取反 ~ private void Hide() { camera.cullingMask &= ~(1 << LayerMask.NameToLayer("Npc")); } // 开关Npc层,按位异或 ^ private void Toggle() { camera.cullingMask ^= 1 << LayerMask.NameToLayer("Npc"); } void OnGUI() { if (GUILayout.Button("Show")) Show(); if (GUILayout.Button("Hide")) Hide(); if (GUILayout.Button("Toggle")) Toggle(); } }
static bool Raycast(Vector3 origin, Vector3 direction, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
咱们项目中本身写的物理碰撞互斥orm
//开启Npc层的碰撞 LayerMask mask = 1 << (int)GameLayerDef.Npc; float bounds = 2; RaycastHit2D raycastHit = Physics2D.CircleCast(transform.position, bounds, Vector2.right, Mathf.Infinity, mask.value);
部份内容参考自: 【风宇冲】二进制:四 Unityhtm