Esempio n. 1
0
    /// <summary>
    /// 单个对象锁定,锁距离最近并在扇形攻击范围内的
    /// </summary>
    /// <param name="attacker">攻击者</param>
    /// <returns></returns>
    public static Creature SingleLockOn(GameObject attacker, float dis, float theta, CharacterController cc = null)
    {
        Creature creature = FindClosestMonster(attacker);

        if (creature == null)
        {
            return(null);
        }

        Vector3 pos;

        if (cc != null)
        {
            pos = new Vector3(attacker.transform.position.x, attacker.transform.position.y + cc.center.y, attacker.transform.position.z);
        }
        else
        {
            pos = attacker.transform.position;
        }
        Vector3 end = pos + attacker.transform.TransformDirection(Vector3.back) * dis;

        Debug.DrawLine(pos, end, Color.red, dis);

        if (RangeDetection.IsPointInCircularSector(pos, end, dis, theta, creature.trans.position))
        {
            return(creature);
        }

        return(null);
    }
Esempio n. 2
0
 void Start()
 {
     checkRate = 1f;
     mode      = 1;
     detector  = this.transform.Find("DetectRange").GetComponent <RangeDetection>();
     if (GameObject.FindGameObjectWithTag("Player").activeInHierarchy)
     {
         playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
         targetTransform = playerTransform;
     }
     navMesh = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
 }
Esempio n. 3
0
    /// <summary>
    /// 锁定一定半径内圆形的所有攻击对象
    /// </summary>
    /// <param name="attacker"></param>
    /// <param name="radius"></param>
    /// <returns></returns>
    public static List <Creature> CircularLockOn(GameObject attacker, float radius, CharacterController cc = null)
    {
        List <Creature> creatures = new List <Creature>();
        Vector3         pos;

        if (cc != null)
        {
            pos = new Vector3(attacker.transform.position.x, attacker.transform.position.y + cc.center.y, attacker.transform.position.z);
        }
        else
        {
            pos = attacker.transform.position;
        }

        foreach (Monster2 monster in CreatureManager.MonsterDic)
        {
            if (RangeDetection.IsPointInCircular(monster.trans.position, radius, pos))
            {
                creatures.Add(monster);
            }
        }

        return(creatures);
    }