Reputation: 3040
I am attempting to use a Raycast2D to detect if an attack has hit an enemy. I created a LayerMask for the "Enemy" layer and I have an object with a collider on the "Enemy" layer. I have no problem hitting the collider without using a LayerMask, however when I do, I get nothing back. What am I missing here?
LayerMask EnemyLayer;
void Start ()
{
EnemyLayer = LayerMask.NameToLayer ("Enemy");
}
public void BasicAttack()
{
PlayerVitality.Stamina = 0;
Vector2 attackDirection = CalculateAttackDirection ();
float attackDamage = CalculateDamage (BasicAttackDamage);
Debug.Log (EnemyLayer.value);
RaycastHit2D hit = Physics2D.Raycast(new Vector2(transform.position.x + 2, transform.position.y), attackDirection, BasicAttackDistance, EnemyLayer.value);
if (hit.collider != null)
{
Debug.Log("You hit: " + hit.collider.gameObject.name);
}
}
Upvotes: 3
Views: 7088
Reputation: 11452
The casting between int
and LayerMask
can be a bit confusing.
When you call LayerMask.NameToLayer("Enemy")
, you get the layer index. Let's assume that "Enemy" is layer 7, so that call would return 7
. So far, so good, but a layer index is not the same as the bitwise layer mask that is used by the raycast function.
In order to mask layer seven, you set the seventh bit: 1 << 7
, which is 128
. If you're not familiar with bitwise operators such as |
bitwise OR, &
bitwise AND, or <<
left shift, you can look up some other tutorials to understand bitmasks.
So, you're passing in 7
(bits 0, 1 and 2) where you need to pass 128
(bit 7)
Long story short, you need to turn your index into a bitmask.
Either of these will work:
//get layer index, use it to make a bitmask
EnemyLayer = 1 << LayerMask.NameToLayer("Enemy");
//ask unity for a bitmask directly
EnemyLayer = LayerMask.GetMask("Enemy");
Upvotes: 8