Unity3D实现攻击范围检测实现攻击范围检测
本文实例为大家分享了Unity3D实现攻击范围检测的具体代码,供大家参考,具体内容如下
一、扇形攻击范围检测一、扇形攻击范围检测
using UnityEngine;
using System.Collections;
public class AttackCHeck : MonoBehaviour
{
//要攻击的目标
public Transform Target;
//扇形距离 攻击距离 扇形的半径
private float SkillDistance = 5;
//扇形的角度 也就是攻击的角度
private float SkillJiaodu = 60;
private void Update()
{
//与敌人的距离
float distance = Vector3.Distance(transform.position, Target.position);
//玩家正前方的向量
Vector3 norVec = transform.rotation * Vector3.forward;
//玩家与敌人的方向向量
Vector3 temVec = Target.position - transform.position;
//求两个向量的夹角
float jiajiao = Mathf.Acos(Vector3.Dot(norVec.normalized, temVec.normalized)) * Mathf.Rad2Deg;
if (distance < SkillDistance)
{
if (jiajiao <= SkillJiaodu * 0.5f)
{
Debug.Log("在扇形范围内");
}
}
}
}
二、长方形范围攻击检测二、长方形范围攻击检测
using UnityEngine;
using System.Collections;
public class AttackCHeck : MonoBehaviour
{
//要攻击的目标
public Transform Target;
private void Update()
{
//计算玩家与敌人的距离
float distance = Vector3.Distance(transform.position, Target.position);
//玩家与敌人的方向向量
Vector3 temVec = Target.position - transform.position;
//与玩家正前方做点积
float forwardDistance = Vector3.Dot(temVec, transform.forward.normalized);
if (forwardDistance > 0 && forwardDistance <= 10)
{
float rightDistance = Vector3.Dot(temVec, transform.right.normalized);
if (Mathf.Abs(rightDistance) <= 3)
{
Debug.Log("进入攻击范围");
}
}
}
}
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