本文实例为大家分享了Unity实现攻击范围检测并绘制检测区域的具体代码,供大家参考,具体内容如下
一、圆形检测
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 圆形检测,并绘制出运行的攻击范围
/// </summary>
public class CircleDetect : MonoBehaviour {
GameObject go; //生成矩形的对象
public Transform attack; //被攻击方
MeshFilter mf;
MeshRenderer mr;
Shader shader;
void Start () {
}
void Update () {
if (Input.GetKeyDown(KeyCode.A))
{
ToDrawCircleSolid(transform, transform.localPosition, 3);
if (CircleAttack(attack,transform,3))
{
Debug.Log("攻击到了");
}
}
if (Input.GetKeyUp(KeyCode.A))
{
if (go != null)
{
Destroy(go);
}
}
}
/// <summary>
/// 圆形检测
/// </summary>
/// <param name="attacked">被攻击者</param>
/// <param name="skillPostion">技能的位置</param>
/// <param name="radius">半径</param>
/// <returns></returns>
public bool CircleAttack(Transform attacked, Transform skillPostion, float radius)
{
float distance = Vector3.Distance(attacked.position, skillPostion.position);
if (distance <= radius)
{
return true;
}
else
{
return false;
}
}
//生成网格
public GameObject CreateMesh(List<Vector3> vertices)
{
int[] triangles;
Mesh mesh = new Mesh();
int triangleAmount = vertices.Count - 2;
triangles = new int[3 * triangleAmount];
//根据三角形的个数,来计算绘制三角形的顶点顺序
//顺序必须为顺时针或者逆时针
for (int i = 0; i < triangleAmount; i++)
{
triangles[3 * i] = 0;
triangles[3 * i + 1] = i + 1;
triangles[3 * i + 2] = i + 2;
}
if (go == null)
{
go = new GameObject("circle");
go.transform.SetParent(transform, false);
go.transform.position = new Vector3(0, -0.4f, 0);
mf = go.AddComponent<MeshFilter>();
mr = go.AddComponent<MeshRenderer>();
shader = Shader.Find("Unlit/Color");
}
//分配一个新的顶点位置数组
mesh.vertices = vertices.ToArray();
//包含网格中所有三角形的数组
mesh.triangles = triangles;
mf.mesh = mesh;
mr.material.shader = shader;
mr.material.color = Color.red;
return go;
}
/// <summary>
/// 绘制实心圆形
/// </summary>
/// <param name="t">圆形参考物</param>
/// <param name="center">圆心</param>
/// <param name="radius">半径</param>
public void ToDrawCircleSolid(Transform t, Vector3 center, float radius)
{
int pointAmount = 100;
float eachAngle = 360f / pointAmount;
Vector3 forward = t.forward;
List<Vector3> vertices = new List<Vector3>();
for (int i = 0; i < pointAmount; i++)
{
Vector3 pos = Quaternion.Euler(0f, eachAngle * i, 0f) * forward * radius + center;
vertices.Add(pos);
}
CreateMesh(vertices);
}
}










