1、只攻击正前方的单位,向前发射一条射线,攻击碰到的单位
RaycastHit hit;
//range 射线的长度,即攻击范围,maskTarget敌方单位的mask,只攻击敌方单位
if(Physics.Raycast(unit.thisT.position, unit.thisT.forward,out hit, range, maskTarget))
{
Unit targetTemp=hit.collider.gameObject.GetComponent();
if(targetTemp!=null &&
targetTemp.HPAttribute.HP>0)
{
target=targetTemp;
if(attackMode==_AttackMode.StopNAttack)
{
if(attackMethod!=_AttackMethod.Melee)
unit.StopAnimation();
unit.StopMoving();
}
}
}
2、以己方单位为圆心的某一半径长度内
//返回相交球的所有碰撞体
Collider[] cols=Physics.OverlapSphere(unit.thisT.position,range, maskTarget);
//if(cols!=null && cols.Length>0)
Debug.Log(cols[0]);
if(cols.Length>0)
{
Collider currentCollider=cols[Random.Range(0,cols.Length)];
Unit targetTemp = currentCollider.gameObject.GetComponent();
if(targetTemp!=null &&
targetTemp.HPAttribute.HP>0){
target=targetTemp;
if(attackMode==_AttackMode.StopNAttack)
{
if(attackMethod!=_AttackMethod.Melee)
unit.StopAnimation();
unit.StopMoving();
}
}
}
3、以己方单位为圆心的扇形范围内
Collider[] cols=Physics.OverlapSphere(unit.thisT.position,range, maskTarget);
//if(cols!=null && cols.Length>0)
Debug.Log(cols[0]);
if(cols.Length>0)
{
Collider currentCollider=cols[0];
foreach(Collider col in cols)
{
Quaternion targetRot=Quaternion.LookRotation(col.transform.position-unit.thisT.position);
if(Quaternion.Angle(targetRot, unit.thisT.rotation)
Unit targetTemp=currentCollider.gameObject.GetComponent();
if(targetTemp!=null &&
targetTemp.HPAttribute.HP>0)
{
target=targetTemp;
if(attackMode==_AttackMode.StopNAttack)
{
if(attackMethod!=_AttackMethod.Melee)
unit.StopAnimation();
unit.StopMoving();
}
break;
}
}
}