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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