/// <summary> /// 矩形判定 /// 1、求圆心与中心向量(取绝对值) /// 2、求圆心与第一象限顶点距离 /// 3、得到点到矩形边的距离(分离轴即为圆心与最近的一边的垂线段) /// 4、与半径对比即可 /// </summary> /// <returns></returns> public static bool RectCollideCheck(SRect sRect, SSphere pTarget, Vector3 vDir) { Quaternion quat = Quaternion.LookRotation(vDir); Quaternion inverseQuat = Quaternion.Inverse(quat); Vector3 sTemp = pTarget.pos - sRect.center; sTemp.y = 0; sTemp = inverseQuat * sTemp; //Vector2 sRectPos = new Vector2(sRect.center.x, sRect.center.z); //Vector2 sTargetPos = new Vector2(pTarget.pos.x, pTarget.pos.z); Vector2 vAimDir = new Vector2(0, 1); Vector2 vOpAimDir = new Vector2(1, 0); //test ////取二维向量绝对值 //Vector2 offestVec = Vector2.Max((sRectPos - sTargetPos), (sTargetPos - sRectPos)); //取二维向量绝对值 Vector2 offestVec = new Vector2(Mathf.Abs(sTemp.x), Mathf.Abs(sTemp.z)); //取第一象限顶点 Vector2 vertexVec = vAimDir * (sRect.length * 0.5f) + vOpAimDir * (sRect.width * 0.5f); //当x,y某值小于0时即非垂直向量,归置为0即可 Vector2 verticalVec = Vector2.Max(offestVec - vertexVec, Vector2.zero); return(verticalVec.sqrMagnitude <= pTarget.r * pTarget.r); }
public override List <Avatar> GetTargetList(DRSkillData pSkillData, Avatar pCaster, GTargetInfo sTarInfo, HashSet <int> vExcludeList) { List <Avatar> vTargetList = new List <Avatar>(); if (pSkillData == null || !pCaster) { return(vTargetList); } Avatar pTarget = GameEntry.Entity.GetGameEntity(sTarInfo.m_nTargetID) as Avatar; if (!pTarget) { pTarget = pCaster; } int cnt = GetTargetCount(pSkillData /*, vExcludeList*/); int filter = pSkillData.MSV_AreaFilter; float minDis = pSkillData.MSV_AreaParam1; float maxDis = pSkillData.MSV_AreaParam2; float w = pSkillData.MSV_AreaParam3; List <UnityGameFramework.Runtime.Entity> pList = new List <UnityGameFramework.Runtime.Entity>(); GameEntry.Entity.GetAllLoadedEntities(pList); if (pList == null || pList.Count == 0) { return(vTargetList); } Vector3 pos = /*pSkillData.IsAreaUseTarPos() ? sTarInfo.m_vTarPos :*/ sTarInfo.m_vSrcPos; Vector3 dir = sTarInfo.m_vAimDir; Vector3 center = pos + dir * ((minDis + maxDis) / 2); SRect sRect = new SRect(center, maxDis - minDis, w); foreach (var item in pList) { Avatar actor = item.Logic as Avatar; if (actor == null || actor == pCaster) { continue; } SSphere sTarSphere = new SSphere(actor.GetPos(), actor.ModelRadius); if (GCollider.RectCollideCheck(sRect, sTarSphere, dir)) { TryAddTarget(pSkillData, pCaster, actor, vExcludeList); if (vTargetList.Count >= cnt) { if (filter > 0) { UpdateAreaFilter(filter, cnt, vTargetList); } else { return(vTargetList); } } break; } } return(vTargetList); }