Unity中的扇形和矩形范围检测

判断物体是否在扇形内

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FanAttack : MonoBehaviour
{
    public float r;
    public float angle;

    private Transform[] targets;
    private void Start()
    {
        targets = FindObjectsOfType<Transform>();
        Cast(transform.forward);
    }

    public void Cast(Vector3 dir)
    {
        if (targets == null || dir.y != 0)
            return;
        Vector3 targetPos = Vector3.zero;
        for (int i = 0; i < targets.Length; i++)
        {
            if (targets[i] == null || targets[i] == transform)
                continue;
            targetPos.Set(targets[i].position.x, transform.position.y, targets[i].position.z);
            if (Vector3.Distance(transform.position, targetPos) <= r &&
                Vector3.Angle(dir, targetPos - transform.position) <= angle / 2)
            {
                Debug.Log(targets[i].name);
            }
        }
    }
}

矩形检测

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RectAttack : MonoBehaviour
{
    public float len;
    public float wid;

    private Transform[] targets;
    private void Start()
    {
        targets = FindObjectsOfType<Transform>();
        Cast(transform.forward);
    }

    public void Cast(Vector3 dir)
    {
        if (targets == null || dir.y != 0)
            return;
        Vector3 verticalDir = default;
        for (int i = 0; i < targets.Length; i++)
        {
            if (targets[i] == null || targets[i]  == transform)
                continue;
            Vector3 vct = targets[i].position - transform.position;
            verticalDir.Set(dir.z, dir.y, dir.x);
            if (Vector3.Project(vct, dir).magnitude <= len / 2 &&
                Vector3.Project(vct, verticalDir).magnitude <= wid / 2)
            {
                Debug.Log(targets[i].name);
            }
        }
    }
}

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Unity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。 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,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方法可以在场景绘制出检测范围的形状,方便调试。
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