Unity3d 怪物孵化器随机范围 在指定范围内随机坐标面向

public float MaxRange = 3f;//范围

var _gameObject = GameObject.Instantiate(prefab);

var InsPos  = Random.insideUnitCircle * MaxRange;
float x = InsPos.x + transform.position.x;
float z = InsPos.y + transform.position.z;
var pos = new Vector3(x, 1f, z);
pos.y = Terrain.activeTerrain.SampleHeight(pos);

_gameObject.GetComponent<NavMeshAgent>().Warp(pos); //坐标赋值,瞬间移动
_gameObject.transform.Rotate(new Vector3(0,Random.Range(1f,360f),0)); //随机面向
using UnityEngine;

public class Spawner : MonoBehaviour {
    /// <summary>
    ///是否绘制生成范围球体
    /// </summary>
    public enum GizmoType { Never, SelectedOnly, Always }

    /// <summary>
    /// 生成物 prefab
    /// </summary>
    public Boid prefab;
    /// <summary>
    /// 生成物体 的 半径范围
    /// </summary>
    public float spawnRadius = 10;
    /// <summary>
    /// 孵化数量
    /// </summary>
    public int spawnCount = 10;
    public Color colour;
    public GizmoType showSpawnRegion;

    void Awake () {
        for (int i = 0; i < spawnCount; i++) {
            Vector3 pos = transform.position + Random.insideUnitSphere * spawnRadius;
            Boid boid = Instantiate (prefab);
            boid.transform.position = pos;
            boid.transform.forward = Random.insideUnitSphere;
            boid.SetColour (colour);
        }
    }

    private void OnDrawGizmos () {
        if (showSpawnRegion == GizmoType.Always) {
            DrawGizmos ();
        }
    }

    void OnDrawGizmosSelected () {
        if (showSpawnRegion == GizmoType.SelectedOnly) {
            DrawGizmos ();
        }
    }

    void DrawGizmos () {

        Gizmos.color = new Color (colour.r, colour.g, colour.b, 0.3f);
        Gizmos.DrawSphere (transform.position, spawnRadius);
    }


}

 

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