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判断周围是否有敌人的三种模式

只攻击正前方的单位,向前发射一条射线,攻击碰到的单位

RaycastHit hit;//range 射线的长度,即攻击范围,maskTarget敌方单位的mask,只攻击敌方单位if(Physics.Raycast(unit.thisT.position, unit.thisT.forward, out hit, range, maskTarget)){      Unit targetTemp=hit.collider.gameObject.GetComponent();      if(targetTemp!=null && targetTemp.HPAttribute.HP>0){           target=targetTemp;           if(attackMode==_AttackMode.StopNAttack){               if(attackMethod!=_AttackMethod.Melee) unit.StopAnimation();                   unit.StopMoving();               }      }}

以己方单位为圆心的某一半径长度内

//返回相交球的所有碰撞体Collider[] cols=Physics.OverlapSphere(unit.thisT.position, range, maskTarget);//if(cols!=null && cols.Length>0) Debug.Log(cols[0]);if(cols.Length>0){       Collider currentCollider=cols[Random.Range(0, cols.Length)];       Unit targetTemp=currentCollider.gameObject.GetComponent();       if(targetTemp!=null && targetTemp.HPAttribute.HP>0){             target=targetTemp;             if(attackMode==_AttackMode.StopNAttack){                if(attackMethod!=_AttackMethod.Melee) unit.StopAnimation();                   unit.StopMoving();             }       }}

以己方单位为圆心的扇形范围内

Collider[] cols=Physics.OverlapSphere(unit.thisT.position, range, maskTarget);//if(cols!=null && cols.Length>0) Debug.Log(cols[0]);if(cols.Length>0){      Collider currentCollider=cols[0];      foreach(Collider col in cols){          Quaternion targetRot=Quaternion.LookRotation(col.transform.position-unit.thisT.position);          if(Quaternion.Angle(targetRot, unit.thisT.rotation)             Unit targetTemp=currentCollider.gameObject.GetComponent();             if(targetTemp!=null && targetTemp.HPAttribute.HP>0){                  target=targetTemp;                  if(attackMode==_AttackMode.StopNAttack){                       if(attackMethod!=_AttackMethod.Melee) unit.StopAnimation();                        unit.StopMoving();                  }                  break;              }          }     }}