unity 扇形面添加检测,由顶点向弧线检测遮挡,可检测到部分显示绿色,遮挡部分显示红色,具体脚本
时间: 2024-03-27 19:35:22 浏览: 83
以下是一个简单的示例脚本,可用于检测扇形面的碰撞,并根据遮挡情况进行颜色渲染。请根据您的实际需求进行修改:
```csharp
using UnityEngine;
public class FanShape : MonoBehaviour
{
public float angle = 30f;
public float radius = 5f;
public Transform target;
private MeshFilter meshFilter;
private MeshRenderer meshRenderer;
private MeshCollider meshCollider;
private Vector3[] vertices;
private int[] triangles;
private void Start()
{
meshFilter = GetComponent<MeshFilter>();
meshRenderer = GetComponent<MeshRenderer>();
meshCollider = GetComponent<MeshCollider>();
// 生成扇形面的网格
GenerateMesh();
}
private void Update()
{
// 检测碰撞,并根据遮挡情况设置材质颜色
CheckCollision();
}
private void GenerateMesh()
{
// 生成扇形面的顶点和三角形
int segments = Mathf.CeilToInt(angle / 2);
int vertexCount = segments + 1;
vertices = new Vector3[vertexCount];
triangles = new int[segments * 3];
vertices[0] = Vector3.zero;
for (int i = 0; i < segments; i++)
{
float radian = Mathf.Deg2Rad * (i + 1) * (angle / segments);
vertices[i + 1] = new Vector3(Mathf.Cos(radian), 0f, Mathf.Sin(radian)) * radius;
if (i == segments - 1)
{
triangles[i * 3] = 0;
triangles[i * 3 + 1] = i + 1;
triangles[i * 3 + 2] = 1;
}
else
{
triangles[i * 3] = 0;
triangles[i * 3 + 1] = i + 1;
triangles[i * 3 + 2] = i + 2;
}
}
// 创建网格并设置材质
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
meshFilter.mesh = mesh;
meshCollider.sharedMesh = mesh;
Material material = new Material(Shader.Find("Standard"));
meshRenderer.material = material;
}
private void CheckCollision()
{
// 检测扇形面是否与目标物体发生碰撞
RaycastHit hitInfo;
Vector3 direction = target.position - transform.position;
if (Physics.Raycast(transform.position, direction, out hitInfo, radius))
{
// 计算碰撞点在扇形面上的位置
Vector3 hitPoint = hitInfo.point - transform.position;
float angleRad = Mathf.Atan2(hitPoint.z, hitPoint.x);
float angleDeg = angleRad * Mathf.Rad2Deg;
if (angleDeg < 0f) angleDeg += 360f;
int index = Mathf.FloorToInt(angleDeg / (angle / 2));
// 根据遮挡情况设置材质颜色
Color color = Color.red;
if (index == 0 || index == vertices.Length - 1)
{
color = Color.green;
}
else
{
Vector3 vertex1 = vertices[index];
Vector3 vertex2 = vertices[index + 1];
Vector3 hitDir = hitPoint.normalized;
Vector3 vertex1Dir = vertex1.normalized;
Vector3 vertex2Dir = vertex2.normalized;
if (Vector3.Dot(hitDir, vertex1Dir) >= 0f && Vector3.Dot(hitDir, vertex2Dir) >= 0f)
{
color = Color.green;
}
}
meshRenderer.material.color = color;
}
else
{
meshRenderer.material.color = Color.green;
}
}
}
```
需要注意的是,以上脚本中的检测碰撞的方式是使用Physics.Raycast()方法,该方法只能检测到扇形面上距离起点最近的一个碰撞点,如果目标物体在扇形面上有多个碰撞点,则只会检测到距离起点最近的那个点。如果需要检测所有的碰撞点,或者需要检测更复杂的碰撞情况,可以使用Physics.SphereCast()方法或者其他物理引擎相关的方法。
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