1 00:00:00,000 --> 00:00:02,100 Raycasting é o processo de disparar 2 00:00:02,100 --> 00:00:04,280 um raio invisível a partir de um ponto, 3 00:00:04,280 --> 00:00:06,770 em uma direção especificada para detectar se 4 00:00:06,770 --> 00:00:08,770 algum colisor se encontra no caminho do raio. 5 00:00:08,770 --> 00:00:10,770 Como por exemplo ao disparar uma arma. 6 00:00:10,770 --> 00:00:12,870 Nesse caso, 7 00:00:12,870 --> 00:00:14,870 nosso personagem quer atirar na caixa do mal 8 00:00:14,870 --> 00:00:16,870 que o traiu e matou seu pai. 9 00:00:17,370 --> 00:00:20,100 A sintaxe da função de raycast se parece com isso. 10 00:00:20,100 --> 00:00:22,100 Pode parecer confuso de inicio, 11 00:00:22,100 --> 00:00:24,530 mas quando você entender o que cada parte faz, 12 00:00:24,530 --> 00:00:26,200 fará muito mais sentido. 13 00:00:26,200 --> 00:00:28,200 Em primeiro lugar, a origem do raio é um 14 00:00:28,200 --> 00:00:30,200 ponto no espaço mundial (world space). 15 00:00:30,200 --> 00:00:32,200 Então, neste caso, escolheríamos um ponto 16 00:00:32,200 --> 00:00:34,200 em frente ao cano da arma, 17 00:00:34,200 --> 00:00:37,580 armazenado como um Vector3, uma posição X, Y e Z. 18 00:00:37,920 --> 00:00:39,920 No entanto, esta direção das coordenadas do mundo 19 00:00:39,920 --> 00:00:41,930 não vai informar a direção em que estamos disparando, 20 00:00:41,930 --> 00:00:44,420 precisaremos de um segundo Vector3 21 00:00:44,420 --> 00:00:46,210 para armazenar esta direção. 22 00:00:46,210 --> 00:00:48,210 Essas duas variáveis Vector3 compõem nosso raio. 23 00:00:48,210 --> 00:00:51,160 Mas também podemos substituir em uma 24 00:00:51,160 --> 00:00:53,690 variável Ray, pois esse tipo de dado 25 00:00:53,690 --> 00:00:55,690 pode armazenar dois Vector3's. 26 00:00:55,690 --> 00:00:57,690 Nosso código ficaria assim. 27 00:01:02,380 --> 00:01:04,200 O próximo argumento na função é 28 00:01:04,200 --> 00:01:06,200 uma variável RaycastHit que armazena 29 00:01:06,200 --> 00:01:08,140 informações sobre os colisores atingidos. 30 00:01:08,450 --> 00:01:10,450 Para que possa ser usado no código 31 00:01:10,450 --> 00:01:12,850 para informar quais objetos foram interceptados pelo raio. 32 00:01:13,150 --> 00:01:15,610 33 00:01:15,610 --> 00:01:17,610 34 00:01:17,610 --> 00:01:19,610 35 00:01:19,610 --> 00:01:21,610 36 00:01:21,610 --> 00:01:23,610 37 00:01:23,610 --> 00:01:26,550 38 00:01:26,550 --> 00:01:28,550 39 00:01:28,550 --> 00:01:30,220 40 00:01:30,220 --> 00:01:32,220 41 00:01:32,220 --> 00:01:33,510 42 00:01:33,510 --> 00:01:35,890 43 00:01:35,890 --> 00:01:37,360 44 00:01:37,360 --> 00:01:39,200 45 00:01:40,460 --> 00:01:42,260 46 00:01:42,260 --> 00:01:44,030 47 00:01:44,030 --> 00:01:46,030 48 00:01:46,530 --> 00:01:48,040 49 00:01:48,600 --> 00:01:50,030 50 00:01:50,920 --> 00:01:52,920 51 00:01:52,920 --> 00:01:55,330 52 00:01:55,330 --> 00:01:57,330 53 00:01:57,330 --> 00:02:00,120 54 00:02:00,620 --> 00:02:03,150 55 00:02:03,150 --> 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