最近在做策划给的一些关于FPS类型的需求,Demo基本已经成型,接下来整理并记录,高手略过,不喜勿喷!!!
1.扇形检测区域
/// <summary>
/// 伞形检测范围
/// </summary>
/// <param name="self">自身</param>
/// <param name="emeny">敌方</param>
/// <param name="angle">伞形角度</param>
/// <param name="radius">伞形半径</param>
/// <returns></returns>
public bool SectorDetection(Transform self, Transform emeny, float angle, float radius) {
Vector3 deltaA = emeny.position - self.position;
float tmpAngle = Mathf.Acos(Vector3.Dot(deltaA.normalized, self.forward)) * Mathf.Rad2Deg;
if (tmpAngle < angle * 0.5f && deltaA.magnitude < radius) {
Debug.Log("视野内");
return true;
}
return false;
}
如果enemy的角度大于1/2*angle以及enemy到self的距离大于radius,则不再self的视野范围内
2.另外一种两个三角形检测区域
void SectorDetection() {
Quaternion right = transform.rotation * Quaternion.AngleAxis(angleRadius, Vector3.up);
Quaternion left = transform.rotation * Quaternion.AngleAxis(angleRadius, Vector3.down);
Vector3 n = /*transform.position + */Vector3.forward * RayDistance;
Vector3 leftPoint = left * n;
Vector3 rightPoint = right * n;
Debug.DrawRay(RayVector.position, leftPoint, Color.red);
Debug.DrawRay(RayVector.position, rightPoint, Color.red);
Vector3 targetDir = player.transform.position - transform.position;
Vector3 forward = transform.forward;
acutalDiatance = Vector3.Distance(player.transform.position, this.transform.position);
float angle = Vector3.Angle(targetDir, forward);
if (angle < angleRadius && acutalDiatance < RayDistance) {
Debug.Log("在视野范围内");
}
}