这篇文章主要介绍了Unity实现攻击范围检测并绘制检测区域,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
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:
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持得得之家。
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本文标题为:Unity实现攻击范围检测并绘制检测区域
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