Unity实现攻击范围检测并绘制检测区域

2020-04-28 20:00:42王振洲

效果图:

三、扇形攻击检测

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
/// <summary>
/// 扇型攻击检测,并绘制检测区域
/// </summary>
public class SectorDetect : MonoBehaviour {
 
  public Transform attacked; //受攻击着
  GameObject go;
  MeshFilter mf;
  MeshRenderer mr;
  Shader shader;
 
 void Start () {
 
 }
 
 void Update () {
 
    if (Input.GetKeyDown(KeyCode.A))
    {
      ToDrawSectorSolid(transform, transform.localPosition, 60, 3);
      if (UmbrellaAttact(transform,attacked.transform,60,4))
      {
        Debug.Log("受攻击了");
      }
    }
 
    if (Input.GetKeyUp(KeyCode.A))
    {
      if (go != null)
      {
        Destroy(go);
      }
    }
 }
 
  /// <summary>
  /// 扇形攻击范围
  /// </summary>
  /// <param name="attacker">攻击者</param>
  /// <param name="attacked">被攻击方</param>
  /// <param name="angle">扇形角度</param>
  /// <param name="radius">扇形半径</param>
  /// <returns></returns>
  public bool UmbrellaAttact(Transform attacker, Transform attacked, float angle, float radius)
  {
    Vector3 deltaA = attacked.position - attacker.position;
 
    //Mathf.Rad2Deg : 弧度值到度转换常度
    //Mathf.Acos(f) : 返回参数f的反余弦值
    float tmpAngle = Mathf.Acos(Vector3.Dot(deltaA.normalized, attacker.forward)) * Mathf.Rad2Deg;
    if (tmpAngle < angle * 0.5f && deltaA.magnitude < radius)
    {
      return true;
    }
    return false;
  }
 
  public void ToDrawSectorSolid(Transform t, Vector3 center, float angle, float radius)
  {
    int pointAmmount = 100;
    float eachAngle = angle / pointAmmount;
 
    Vector3 forward = t.forward;
    List<Vector3> vertices = new List<Vector3>();
 
    vertices.Add(center);
    for (int i = 0; i < pointAmmount; i++)
    {
      Vector3 pos = Quaternion.Euler(0f, -angle / 2 + eachAngle * (i - 1), 0f) * forward * radius + center;
      vertices.Add(pos);
    }
    CreateMesh(vertices);
  }
 
  private 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
    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("mesh");
      go.transform.position = new Vector3(0f, 0.1f, 0.5f);
 
      mf = go.AddComponent<MeshFilter>();
      mr = go.AddComponent<MeshRenderer>();
 
      shader = Shader.Find("Unlit/Color");
    }
 
    mesh.vertices = vertices.ToArray();
    mesh.triangles = triangles;
 
    mf.mesh = mesh;
    mr.material.shader = shader;
    mr.material.color = Color.red;
 
    return go;
  }
}