Unity实现攻击范围检测并绘制检测区域
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); } }
效果图:
二、矩形检测
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// 矩形型攻击检测,并绘制检测区域 /// </summary> public class DrawRectangDetect : MonoBehaviour { public Transform attacked; GameObject go; //生成矩形 MeshFilter mf; MeshRenderer mr; Shader shader; void Start () { } void Update () { if (Input.GetKeyDown(KeyCode.A)) { ToDrawRectangleSolid(transform, transform.localPosition, 4, 2); if (RectAttackJubge(transform, attacked, 4, 2f)) { Debug.Log("攻击到"); } } if (Input.GetKeyUp(KeyCode.A)) { if (go != null) { Destroy(go); } } } /// <summary> /// 矩形攻击范围 /// </summary> /// <param name="attacker">攻击方</param> /// <param name="attacked">被攻击方</param> /// <param name="forwardDistance">矩形前方的距离</param> /// <param name="rightDistance">矩形宽度/2</param> /// <returns></returns> public bool RectAttackJubge(Transform attacker, Transform attacked, float forwardDistance, float rightDistance) { Vector3 deltaA = attacked.position - attacker.position; float forwardDotA = Vector3.Dot(attacker.forward, deltaA); if (forwardDotA > 0 && forwardDotA <= forwardDistance) { if (Mathf.Abs(Vector3.Dot(attacker.right,deltaA)) < rightDistance) { return true; } } return false; } //制作网格 private GameObject CreateMesh(List<Vector3> vertices) { int[] triangles; Mesh mesh = new Mesh(); int triangleAmount = vertices.Count - 2; triangles = new int[3 * triangleAmount]; for (int i = 0; i < triangleAmount; i++) { triangles[3 * 1] = 0; triangles[3 * i + 1] = i + 1; triangles[3 * i + 2] = i + 2; } if (go == null) { go = new GameObject("Rectang"); go.transform.position = new Vector3(0, 0.1f, 0); 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; } /// <summary> /// 绘制实心长方形 /// </summary> /// <param name="t">矩形参考物</param> /// <param name="bottomMiddle">矩形的中心点</param> /// <param name="length">矩形长度</param> /// <param name="width">矩形宽度的一半</param> public void ToDrawRectangleSolid(Transform t, Vector3 bottomMiddle, float length, float width) { List<Vector3> vertices = new List<Vector3>(); vertices.Add(bottomMiddle - t.right * width); vertices.Add(bottomMiddle - t.right * width + t.forward * length); vertices.Add(bottomMiddle + t.right * width + t.forward * length); vertices.Add(bottomMiddle + t.right * width ); CreateMesh(vertices); } }
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; } }
效果图:
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