Unity 实现技能的扇形的攻击范围

using UnityEditor;
using UnityEngine;

public class Foo : MonoBehaviour
{
    //扇形角度
    public float angle = 80f;
    //扇形半径
    public float radius = 3.5f;
    //物体B
    public Transform b;

    private bool flag;

    private void Update()
    {
        flag = IsInRange(angle, radius, transform, b);
    }

    /// <summary>
    /// 判断target是否在扇形区域内
    /// </summary>
    /// <param name="sectorAngle">扇形角度</param>
    /// <param name="sectorRadius">扇形半径</param>
    /// <param name="attacker">攻击者的transform信息</param>
    /// <param name="target">目标</param>
    /// <returns>目标target在扇形区域内返回true 否则返回false</returns>
    public bool IsInRange(float sectorAngle, float sectorRadius, Transform attacker, Transform target)
    {
        //攻击者位置指向目标位置的向量
        Vector3 direction = target.position - attacker.position;
        //点乘积结果
        float dot = Vector3.Dot(direction.normalized, transform.forward);
        //反余弦计算角度
        float offsetAngle = Mathf.Acos(dot) * Mathf.Rad2Deg;
        return offsetAngle < sectorAngle * .5f && direction.magnitude < sectorRadius;
    }

    private void OnDrawGizmos()
    {
        Handles.color = flag ? Color.cyan : Color.red;

        float x = radius * Mathf.Sin(angle / 2f * Mathf.Deg2Rad);
        float y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
        Vector3 a = new Vector3(transform.position.x - x, 0f, transform.position.z + y);
        Vector3 b = new Vector3(transform.position.x + x, 0f, transform.position.z + y);

        Handles.DrawLine(transform.position, a);
        Handles.DrawLine(transform.position, b);

        float half = angle / 2;
        for (int i = 0; i < half; i++)
        {
            x = radius * Mathf.Sin((half - i) * Mathf.Deg2Rad);
            y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
            a = new Vector3(transform.position.x - x, 0f, transform.position.z + y);
            x = radius * Mathf.Sin((half - i - 1) * Mathf.Deg2Rad);
            y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
            b = new Vector3(transform.position.x - x, 0f, transform.position.z + y);

            Handles.DrawLine(a, b);
        }
        for (int i = 0; i < half; i++)
        {
            x = radius * Mathf.Sin((half - i) * Mathf.Deg2Rad);
            y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
            a = new Vector3(transform.position.x + x, 0f, transform.position.z + y);
            x = radius * Mathf.Sin((half - i - 1) * Mathf.Deg2Rad);
            y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
            b = new Vector3(transform.position.x + x, 0f, transform.position.z + y);

            Handles.DrawLine(a, b);
        }
    }
}

代码来源  

 Unity 如何实现游戏中技能的扇形攻击范围_CoderZ1010的博客-CSDN博客

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Unity中可以使用Physics2D.OverlapCircleAll方法来检测一个圆形范围内的所有碰撞体,然后再筛选出扇形范围内的碰撞体。 具体步骤如下: 1. 使用Physics2D.OverlapCircleAll方法检测圆形范围内的所有碰撞体。 2. 遍历所有的碰撞体,计算它们与检测点的夹角,判断是否在扇形范围内。 3. 如果在扇形范围内,就将该碰撞体加入到扇形范围内的碰撞体列表中。 以下是一个示例代码: ```csharp using System.Collections.Generic; using UnityEngine; public class SectorCheck : MonoBehaviour { public float radius = 1f; public float angle = 45f; public LayerMask layerMask; private List<Collider2D> colliders = new List<Collider2D>(); private void Update() { colliders.Clear(); Collider2D[] allColliders = Physics2D.OverlapCircleAll(transform.position, radius, layerMask); foreach (Collider2D collider in allColliders) { Vector2 direction = collider.transform.position - transform.position; float angleToTarget = Vector2.Angle(transform.right, direction); if (angleToTarget <= angle / 2f) { colliders.Add(collider); } } // Do something with colliders. } private void OnDrawGizmosSelected() { Gizmos.color = Color.yellow; Gizmos.DrawWireSphere(transform.position, radius); Gizmos.color = new Color(1f, 1f, 0f, 0.3f); Gizmos.DrawSphere(transform.position, radius); Vector3 right = transform.right * radius; Vector3 up = Quaternion.AngleAxis(angle / 2f, Vector3.forward) * right; Vector3 down = Quaternion.AngleAxis(-angle / 2f, Vector3.forward) * right; Gizmos.color = Color.yellow; Gizmos.DrawLine(transform.position, transform.position + right); Gizmos.DrawLine(transform.position, transform.position + up); Gizmos.DrawLine(transform.position, transform.position + down); Gizmos.color = new Color(1f, 1f, 0f, 0.3f); Gizmos.DrawLine(transform.position, transform.position + up.normalized * radius); Gizmos.DrawLine(transform.position, transform.position + down.normalized * radius); } } ``` 在该代码中,radius和angle分别表示圆形范围的半径和扇形范围的角度。 使用OnDrawGizmosSelected方法可以在场景中绘制出检测范围的形状,方便调试。

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