在Gizmos下画出攻击范围

 //画一个圆
        private void WordDrawCircle(Vector3 centre, Vector3 m_forward, Quaternion m_quaternion, float radius, Color color, int pointCount)
        {
            float angle = 360f / pointCount;
            List<Vector3> points = new List<Vector3>();
            Vector3 v = centre + m_forward * radius; //求出直线的距离点
            points.Add(v);
            Quaternion r = m_quaternion;
            for (int i = 1; i < pointCount; i++)
            {
                Quaternion q = Quaternion.Euler(r.eulerAngles.x, r.eulerAngles.y - (angle * i), r.eulerAngles.z);//求出第i个点的旋转角度
                v = centre + (q * Vector3.forward) * radius; ///i点的坐标
                points.Add(v);
            }
            for (int i = 0; i < points.Count; i++)
            {
                if (i == points.Count - 1)
                {
                    Debug.DrawLine(points[i], points[0], color, 5);
                }
                else
                {
                    Debug.DrawLine(points[i], points[i + 1], color, 5);
                }
            }
        }
        private void WordDrawLine(Vector3 centre, Vector3 m_forward, Quaternion m_quaternion, float m_Angle, Color color, float radius)
        {
            List<Vector3> points = new List<Vector3>();
            Vector3 DrawLineVector3 = Vector3.zero;
            float m_LeftAngle = 360 - (m_Angle / 2f);
            float m_RightAngle = m_Angle / 2f;
            Quaternion RightQuaternion = Quaternion.Euler(m_quaternion.x, m_quaternion.y - (m_RightAngle), m_quaternion.z);
            DrawLineVector3 = centre + (RightQuaternion * m_forward) * radius;
            points.Add(DrawLineVector3);
            Quaternion LeftQuaternion = Quaternion.Euler(m_quaternion.x, m_quaternion.y - (m_LeftAngle), m_quaternion.z);
            DrawLineVector3 = centre + (LeftQuaternion * m_forward) * radius;
            points.Add(DrawLineVector3);
            for (int i = 0; i < points.Count; i++)
            {
                Debug.DrawLine(centre, points[i], color, 5);
            }
        }
        private void WorldDrawRectangle(Vector3 centre, float m_x, float m_y, Color color)
        {
            List<Vector3> points = new List<Vector3>();
            points.Add(centre + new Vector3(-m_x, 0, m_y));
            points.Add(centre + new Vector3(m_x, 0, m_y));
            points.Add(centre + new Vector3(m_x, 0, -m_y));
            points.Add(centre + new Vector3(-m_x, 0, -m_y));
            for (int i = 0; i < points.Count; i++)
            {
                if (i == points.Count - 1)
                {
                    Debug.DrawLine(points[i], points[0], color, 5);
                }
                else
                {
                    Debug.DrawLine(points[i], points[i + 1], color, 5);
                }
            }
        }

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