Unity3D 范围检测 扇形 圆形 矩形 等腰三角形

代码如下:

using UnityEngine;

public class RangeCheck
{
    //--扇形
    public static bool CurveRange(Transform self, Transform target, float maxDistance, float maxAngle)
    {
        return CurveRange(self, target, 0, maxDistance, maxAngle);
    }
    public static bool CurveRange(Transform self, Transform target, float minDistance, float maxDistance, float maxAngle)
    {
        Vector3 playerDir = self.forward;
        Vector3 enemydir = (target.position - self.position).normalized;
        float angle = Vector3.Angle(playerDir, enemydir);
        if (angle > maxAngle * 0.5f)
        {
            return false;
        }
        float distance = Vector3.Distance(target.position, self.position);
        if (distance <= maxDistance && distance >= minDistance)
        {
            return true;
        }
        return false;
    }
    //--圆形
    public static bool CircleRange(Transform self, Transform target, float maxDistance)
    {
        return CircleRange(self, target, 0, maxDistance);
    }
    public static bool CircleRange(Transform self, Transform target, float minDistance, float maxDistance)
    {
        float distance = Vector3.Distance(target.position, self.position);
        if (distance <= maxDistance && distance >= minDistance)
        {
            return true;
        }
        else
        {
            return false;
        }
    }
    //--矩形
    public static bool SquareRange(Transform self, Transform target, float maxWidth, float maxHeight)
    {
        return SquareRange(self, target, maxWidth, 0, maxHeight);
    }
    public static bool SquareRange(Transform self, Transform target, float maxWidth, float minHeight, float maxHeight)
    {
        Vector3 enemyDir = (target.position - self.position).normalized;
        float angle = Vector3.Angle(enemyDir, self.forward);
        if (angle > 90)
        {
            return false;
        }
        float distance = Vector3.Distance(target.position, self.position);
        float z = distance * Mathf.Cos(angle * Mathf.Deg2Rad);
        float x = distance * Mathf.Sin(angle * Mathf.Deg2Rad);
        if (x <= maxWidth * 0.5f && z <= maxHeight && z >= minHeight)
        {
            return true;
        }
        return false;
    }
    //--等腰三角形
    public static bool TriangleRange(Transform self, Transform target, float maxDistance, float maxAngle)
    {
        Vector3 playerDir = self.forward;
        Vector3 enemydir = (target.position - self.position).normalized;
        float angle = Vector3.Angle(playerDir, enemydir);
        if (angle > maxAngle * 0.5f)
        {
            return false;
        }
        float angleDistance = maxDistance * Mathf.Cos(maxAngle * 0.5f * Mathf.Deg2Rad) / Mathf.Cos(angle * Mathf.Deg2Rad);
        float distance = Vector3.Distance(target.position, self.position);
        if (distance <= angleDistance)
        {
            return true;
        }
        return false;
    }
}

应用代码如下:

using UnityEngine;

public class RangeTest : MonoBehaviour
{
    private GameObject cube1;
    private GameObject cube2;
    private void Start()
    {
        cube1 = GameObject.CreatePrimitive(PrimitiveType.Cube);
        cube1.transform.position = Vector3.zero;
        cube2 = GameObject.CreatePrimitive(PrimitiveType.Cube);
        cube2.transform.position = new Vector3(0, 0, 4);        

        Debug.Log(cube1.transform.position.ToString());
        Debug.Log(cube2.transform.position.ToString());

        bool isInCurveRange = RangeCheck.CurveRange(cube1.transform, cube2.transform, 3.9f, 90);
        Debug.Log(isInCurveRange);

        bool isInCircleRange = RangeCheck.CircleRange(cube1.transform, cube2.transform, 4.1f, 5);
        Debug.Log(isInCircleRange);

        bool isInSquareRange = RangeCheck.SquareRange(cube1.transform, cube2.transform, 5, 4.1f, 10);
        Debug.Log(isInSquareRange);

        bool isInTriangleRange = RangeCheck.TriangleRange(cube1.transform, cube2.transform, 5, 60);
        Debug.Log(isInTriangleRange);
    }
}

参考了:http://www.manew.com/blog-228538-44293.html

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