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
/// /// 伞形检测范围/// /// 自身/// 敌方/// 伞形角度/// 伞形半径/// 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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