Unity 如何实现游戏中技能的扇形攻击范围
【摘要】
假设人物A向正前方释放一个技能,攻击范围为一个扇形,如何判断人物B是否在该范围内受到攻击。
1. 向量A的正前方forward 与 A指向B的向量direction 的角度offsetAngle小于扇形角度的1/2
...
假设人物A向正前方释放一个技能,攻击范围为一个扇形,如何判断人物B是否在该范围内受到攻击。
1. 向量A的正前方forward 与 A指向B的向量direction 的角度offsetAngle小于扇形角度的1/2
2. 向量direction的模长magnitude,即A到B的距离小于半径
满足上面这两个条件即可判断B在扇形区域内,涉及的运算:点乘积、反余弦
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/// <summary>
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/// 判断target是否在扇形区域内
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/// </summary>
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/// <param name="sectorAngle">扇形角度</param>
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/// <param name="sectorRadius">扇形半径</param>
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/// <param name="attacker">攻击者的transform信息</param>
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/// <param name="target">目标</param>
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/// <returns>目标target在扇形区域内返回true 否则返回false</returns>
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public bool IsInRange(float sectorAngle, float sectorRadius, Transform attacker, Transform target)
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{
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//攻击者位置指向目标位置的向量
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Vector3 direction = target.position - attacker.position;
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//点乘积结果
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float dot = Vector3.Dot(direction.normalized, transform.forward);
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//反余弦计算角度
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float offsetAngle = Mathf.Acos(dot) * Mathf.Rad2Deg; //弧度转度
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return offsetAngle < sectorAngle * .5f && direction.magnitude < sectorRadius;
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}
扇形范围由扇形的角度和半径构成,定义变量:
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//扇形角度
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[SerializeField] private float angle = 80f;
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//扇形半径
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[SerializeField] private float radius = 3.5f;
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//物体B
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[SerializeField] private Transform b;
定义bool类型变量flag,用来记录判断结果:
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private bool flag;
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private void Update()
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{
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flag = IsInRange(angle, radius, transform, b);
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}
完整测试脚本:
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using UnityEngine;
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using UnityEditor;
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public class Foo : MonoBehaviour
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{
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//扇形角度
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[SerializeField] private float angle = 80f;
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//扇形半径
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[SerializeField] private float radius = 3.5f;
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//物体B
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[SerializeField] private Transform b;
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private bool flag;
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private void Update()
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{
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flag = IsInRange(angle, radius, transform, b);
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}
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/// <summary>
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/// 判断target是否在扇形区域内
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/// </summary>
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/// <param name="sectorAngle">扇形角度</param>
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/// <param name="sectorRadius">扇形半径</param>
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/// <param name="attacker">攻击者的transform信息</param>
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/// <param name="target">目标</param>
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/// <returns>目标target在扇形区域内返回true 否则返回false</returns>
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public bool IsInRange(float sectorAngle, float sectorRadius, Transform attacker, Transform target)
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{
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//攻击者位置指向目标位置的向量
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Vector3 direction = target.position - attacker.position;
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//点乘积结果
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float dot = Vector3.Dot(direction.normalized, transform.forward);
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//反余弦计算角度
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float offsetAngle = Mathf.Acos(dot) * Mathf.Rad2Deg;
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return offsetAngle < sectorAngle * .5f && direction.magnitude < sectorRadius;
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}
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private void OnDrawGizmos()
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{
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Handles.color = flag ? Color.cyan : Color.red;
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float x = radius * Mathf.Sin(angle / 2f * Mathf.Deg2Rad);
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float y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
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Vector3 a = new Vector3(transform.position.x - x, 0f, transform.position.z + y);
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Vector3 b = new Vector3(transform.position.x + x, 0f, transform.position.z + y);
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Handles.DrawLine(transform.position, a);
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Handles.DrawLine(transform.position, b);
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float half = angle / 2;
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for (int i = 0; i < half; i++)
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{
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x = radius * Mathf.Sin((half - i) * Mathf.Deg2Rad);
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y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
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a = new Vector3(transform.position.x - x, 0f, transform.position.z + y);
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x = radius * Mathf.Sin((half - i - 1) * Mathf.Deg2Rad);
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y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
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b = new Vector3(transform.position.x - x, 0f, transform.position.z + y);
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Handles.DrawLine(a, b);
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}
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for (int i = 0; i < half; i++)
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{
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x = radius * Mathf.Sin((half - i) * Mathf.Deg2Rad);
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y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
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a = new Vector3(transform.position.x + x, 0f, transform.position.z + y);
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x = radius * Mathf.Sin((half - i - 1) * Mathf.Deg2Rad);
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y = Mathf.Sqrt(Mathf.Pow(radius, 2f) - Mathf.Pow(x, 2f));
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b = new Vector3(transform.position.x + x, 0f, transform.position.z + y);
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Handles.DrawLine(a, b);
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}
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}
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}
文章来源: coderz.blog.csdn.net,作者:CoderZ1010,版权归原作者所有,如需转载,请联系作者。
原文链接:coderz.blog.csdn.net/article/details/120699375
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