unity3d射线检测+LineRenderer方法画扇形检测

效果图如下:unity3d射线检测+LineRenderer方法画扇形检测
大扇形和小扇形代码如下:

using UnityEngine;
public class HuaShanXing : MonoBehaviour
{
public int jiaodu = 120; //角度
public int banjing = 120; //半径
public int banjing2 = 100; //半径
private Transform head;//射线出发点
private LineRenderer lineRenderer;
private LineRenderer lineRenderer2;

void Start()
{
    head = transform.Find("Head");
    DrawShanXing2();
    DrawShanXing();        
}
public void DrawShanXing()
{
    GameObject go = new GameObject();
    go.transform.tag = "ShanXing";
    go.transform.parent = head.parent;
    // 设置线条上的顶点数量  
    lineRenderer = go.AddComponent<LineRenderer>();
    Material sourceMat = Resources.Load<Material>("MyMaterials/ShanXingMatGreen"); //新建材质;
    if (sourceMat != null)
    {
        Material mat = new Material(sourceMat); //新建材质;
        //Debug.Log(mat.name);
        mat.shader = Shader.Find("Unlit/Color");//设置材质的shader类型
        mat.color = new Color(0.5f, 1f, 0f, 1f);//为材质的颜色赋值(rgba通道)
        lineRenderer.material = mat;//将创建的材质赋值给线渲染组件
    }       
    // 设置线条宽度
    lineRenderer.startWidth = 1f;
    lineRenderer.endWidth = 1f;
    //绘制扇形
    int a = 1;
    lineRenderer.loop = true;
    lineRenderer.positionCount = jiaodu + 2;
    lineRenderer.SetPosition(0, head.transform.position+new Vector3(0,-0.1f,0));
    lineRenderer.SetPosition(jiaodu + 1, head.transform.position + new Vector3(0, -0.1f, 0));
    for (int i = -jiaodu / 2; i < jiaodu / 2; i++)
    {
        lineRenderer.SetPosition(a, Quaternion.Euler(0, i, 0) * head.transform.forward * banjing + head.transform.position + new Vector3(0, -0.1f, 0));
        a++;
    }
}
public void DrawShanXing2()
{
    GameObject go = new GameObject();
    go.transform.tag = "ShanXing";
    go.transform.parent = head.parent;
    // 设置线条上的顶点数量  
    lineRenderer2 = go.AddComponent<LineRenderer>();
    Material mat2 = Resources.Load<Material>("MyMaterials/ShanXingMatRed"); //新建材质;
    mat2.shader = Shader.Find("Unlit/Color");//设置材质的shader类型
    mat2.color = new Color(1f, 0f, 0f, 1f);//为材质的颜色赋值(rgba通道) 
    lineRenderer2.material = mat2;//将创建的材质赋值给线渲染组件

    // 设置线条宽度
    lineRenderer2.startWidth = 1f;
    lineRenderer2.endWidth = 1f;
    int a = 1;
    lineRenderer2.loop = true;
    lineRenderer2.positionCount = jiaodu + 2;
    lineRenderer2.SetPosition(0, head.transform.position);
    lineRenderer2.SetPosition(jiaodu + 1, head.transform.position);

    for (int i = -jiaodu / 2; i < jiaodu / 2; i++)
    {
        lineRenderer2.SetPosition(a, Quaternion.Euler(0, i, 0) * head.transform.forward * banjing2 + head.transform.position);
        a++;
    }
}
public void ResetDrawShanXing()
{
    // if (LeftViewshedCtrol.instance.gameObjectPepleFather.transform.childCount > 0)
    lineRenderer.positionCount = 0;
    lineRenderer2.positionCount = 0;
    for (int i = 1; i < head.parent.childCount; i++)
    {
        Transform shanxing = head.parent.transform.GetChild(i);

        if (shanxing.tag == "ShanXing")
        {
            Destroy(shanxing.gameObject);
        }
    }
}

}

下面代码写的是红色区域射线检测部分:


```csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AddViewPoint : MonoBehaviour
{
    public static AddViewPoint instance;
    public GameObject gameObjectFov;
    private Transform gameObjectFovParent;
    private  GameObject gameObjectHead;


    public float viewRadius = 5f;
    public int viewAngleStep = 20;
    [Range(0, 360)]
    private float viewAngle = 120f;
    private Vector3 pos;
    private void Awake()
    {

        instance = this;
    }
    void Start()
    {
        gameObjectFovParent = transform.Find("Head");
        gameObjectHead = transform.Find("Head").gameObject;
      
      //  DrawFieldOfView();
    }


    void Update()
    {
        DrawFieldOfView();
    }

    public void ResetFieldOfView()
    {
        if (LeftViewshedCtrol.instance.gameObjectPepleFather.transform.childCount > 0)
        {
            pos = new Vector3(0, 0, 0);
            foreach (Transform t in gameObjectFovParent)
            {
                Destroy(t.gameObject);
            }
        }
    }
    public void DrawFieldOfView()
    {
        if (LeftViewshedCtrol.instance.gameObjectPepleFather.transform.childCount > 0)
        {            
            Vector3 forward_left = Quaternion.Euler(0, -(viewAngle / 2f), 0) * gameObjectHead.transform.forward * viewRadius;
            for (int i = 0; i <= viewAngleStep; i++)
            {
                Vector3 v = Quaternion.Euler(0, (viewAngle / viewAngleStep) * i, 0) * forward_left;
                pos = gameObjectHead.transform.position + v;

               
                //Debug.DrawLine(gameObjectHead.transform.position, pos, Color.red);

                
                Ray ray = new Ray(gameObjectHead.transform.position, v);
                RaycastHit hitInfo;
                if (Physics.Raycast(ray, out hitInfo, viewRadius))
                {                   
                    if (hitInfo.collider.tag == "Building")
                    {                      
                        GameObject go = Instantiate(gameObjectFov);
                        go.transform.parent = gameObjectFovParent;
                        go.transform.position = hitInfo.point + new Vector3(0, 0, 0);                    
                        
                        LineRenderer lineRenderer = go.AddComponent<LineRenderer>();
                        Material mat2 = Resources.Load<Material>("MyMaterials/ShanXingMatRed"); 
                        mat2.shader = Shader.Find("Unlit/Color");
                        mat2.color = new Color(1f, 0f, 0f, 1f); 
                        lineRenderer.material = mat2;                        
                        lineRenderer.startWidth = 0.4f;
                        lineRenderer.endWidth = 0.4f;
                        lineRenderer.SetPosition(0, gameObjectHead.transform.position);
                        lineRenderer.SetPosition(1, go.transform.position);

                    }

                }
                else
                {
                    GameObject go2 = Instantiate(gameObjectFov);
                    go2.transform.parent = gameObjectFovParent;
                    go2.transform.position = pos;
                    LineRenderer lineRenderer = go2.AddComponent<LineRenderer>();
                    Material mat2 = Resources.Load<Material>("MyMaterials/ShanXingMatRed"); 
                    mat2.shader = Shader.Find("Unlit/Color");
                    mat2.color = new Color(1f, 0f, 0f, 1f);
                    lineRenderer.material = mat2;                   
                    lineRenderer.startWidth = 0.4f;
                    lineRenderer.endWidth = 0.4f;
                    lineRenderer.SetPosition(0, gameObjectHead.transform.position);
                    lineRenderer.SetPosition(1, go2.transform.position);
                }
            }
        }
    }
}





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