public override List <ActorObj> CalculationHit(SkillData skilldata, GTargetInfo targetInfo) { float minDis = skilldata.MSV_AreaParam1 / 10.0f; float maxDis = skilldata.MSV_AreaParam2 / 10.0f; float w = skilldata.MSV_AreaParam3 / 10.0f; Vector3 pos = skilldata.IsAreaUseTarPos() ? targetInfo.m_vTarPos : targetInfo.m_vSrcPos; Vector3 dir = targetInfo.m_vAimDir; Vector3 center = pos + dir * ((minDis + maxDis) / 2); SRect sRect = new SRect(center, maxDis - minDis, w); List <ActorObj> pActorList = ActorMgr.GetAllActor(); if (pActorList.Count <= 0) { return(null); } List <ActorObj> list = new List <ActorObj>(); foreach (ActorObj actor in pActorList) { if (actor == m_pLocalPlayer) { continue; } ActorObj obj = (ActorObj)actor; if (obj.CollisionCom == null) { continue; } for (int i = 0; i < obj.CollisionCom.GetShapeCount(); i++) { SShapeData shp = obj.CollisionCom.GetShape(i); if (shp != null) { SSphere sTarSphere = new SSphere(shp.Pos, shp.r); if (GCollider.RectCollideCheck(sRect, sTarSphere, dir)) { list.Add(actor); break; } } } } return(list); }
/// <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) { Vector2 sRectPos = new Vector2(sRect.center.x, sRect.center.z); Vector2 sTargetPos = new Vector2(pTarget.pos.x, pTarget.pos.z); Vector2 vAimDir = new Vector2(1, 0); Vector2 vOpAimDir = new Vector2(0, 1); //test //取二维向量绝对值 Vector2 offestVec = Vector2.Max((sRectPos - sTargetPos), (sTargetPos - sRectPos)); //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, Vector3.zero); return(verticalVec.sqrMagnitude <= pTarget.r * pTarget.r); }