FPS游戏之视野

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");
        }

    }

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转载自blog.csdn.net/u012909508/article/details/82965655