예제 #1
0
    /// <summary>
    /// 改善的,获取目标列表
    /// </summary>
    /// <returns></returns>
    protected override List <Target> ImproveGetTarget()
    {
        List <Target> targets = base.ImproveGetTarget();

        Vector3 pos       = CameraManager.GetInstance().GetMainCamereComponent().GetPosition();
        Vector3 direction = IsChangCheckDirection ? m_CheckDirection : CameraManager.GetInstance().GetMainCamereComponent().GetForward();

        Collider[] colliders = Physics.OverlapSphere(pos, m_crosssightinfo.m_MaxRayDistance, LayerUtil.GetLayersIntersectWithSkillProjectile(true) /*LayerMask.GetMask("Enemy")*/);

        Plane[] planes = null;

        // 更新虚拟相机的方向和位置
        if (m_virtualCamera != null)
        {
            m_virtualCamera.transform.position = pos;
            m_virtualCamera.transform.rotation = CameraManager.GetInstance().GetMainCamereComponent().GetRotation();

            planes = GeometryUtility.CalculateFrustumPlanes(m_virtualCamera);
        }

        for (int i = 0; i < colliders.Length; i++)
        {
            if (planes == null)
            {
                break;
            }

            if (GeometryUtility.TestPlanesAABB(planes, colliders[i].bounds))
            {
                BaseEntity entity = colliders[i].attachedRigidbody?.GetComponent <BaseEntity>();
                if (entity != null && CCrossSightLoic.IsAdd(targets, entity.EntityId()))
                {
                    Target target = new Target();
                    target.target_entityId = entity.EntityId();
                    target.target_pos      = entity.transform.position;
                    targets.Add(target);

                    GizmosHelper.GetInstance().DrawLine(pos, target.target_pos, Color.red);
                }
            }
        }

        return(targets);
    }
예제 #2
0
    /// <summary>
    /// 改善的,获取目标列表
    /// </summary>
    /// <returns></returns>
    protected override List <Target> ImproveGetTarget()
    {
        List <Target> targets = base.ImproveGetTarget();

        Vector3 pos       = CameraManager.GetInstance().GetMainCamereComponent().GetPosition();
        Vector3 direction = IsChangCheckDirection ? m_CheckDirection : CameraManager.GetInstance().GetMainCamereComponent().GetForward();

        Collider[] colliders = Physics.OverlapSphere(pos, m_crosssightinfo.m_MaxRayDistance, LayerUtil.GetLayersIntersectWithSkillProjectile(true) /*LayerMask.GetMask("Enemy")*/);
        for (int i = 0; i < colliders.Length; i++)
        {
            Vector3 colliderPos = colliders[i].transform.position;                                       //检测单位位置
            if (Vector3.Angle(direction, colliderPos - pos) <= m_crosssightinfo.m_ConeInfo.angle * 0.5f) //单位跟摄像机正方向夹角是否在 1/2角度内
            {
                RaycastHit hit = new RaycastHit();

                int layermask = LayerUtil.GetLayersIntersectWithSkillProjectile(true);                          // LayerMask.GetMask("Enemy"/*, "Obstacles"*/); //指定射线碰撞的对象
                Physics.Raycast(pos, colliderPos - pos, out hit, m_crosssightinfo.m_MaxRayDistance, layermask); //检测障碍
                if (hit.collider == colliders[i])                                                               //如果途中无其他障碍物,那么射线就会碰撞到敌人
                {
                    if (hit.rigidbody != null)
                    {
                        BaseEntity entity = hit.rigidbody?.GetComponent <BaseEntity>();
                        if (entity != null && CCrossSightLoic.IsAdd(targets, entity.EntityId()))
                        {
                            Target target = new Target();
                            target.target_entityId = entity.EntityId();
                            target.target_pos      = hit.point;
                            targets.Add(target);

                            GizmosHelper.GetInstance().DrawLine(pos, hit.point, Color.red);
                        }
                    }
                }
            }
        }
        return(targets);
    }
예제 #3
0
    /// <summary>
    /// 改善的,获取目标列表
    /// </summary>
    /// <returns></returns>
    protected override List <Target> ImproveGetTarget()
    {
        List <Target> targets = base.ImproveGetTarget();

        Vector3 pos       = CameraManager.GetInstance().GetMainCamereComponent().GetPosition();
        Vector3 direction = IsChangCheckDirection ? m_CheckDirection : CameraManager.GetInstance().GetMainCamereComponent().GetForward();


        if (m_crosssightinfo.m_RoundInfo.detectionMode == DetectionMode.One)
        {
            RaycastHit hitInfo = new RaycastHit();
            if (Physics.SphereCast(pos,                                 //起始点
                                   m_crosssightinfo.m_RoundInfo.radius, //半径
                                   direction,                           //方向
                                   out hitInfo,
                                   m_crosssightinfo.m_MaxRayDistance,   //最大距离
                                                                        //LayerMask.GetMask("Enemy")))                        //层
                                   LayerUtil.GetLayersIntersectWithSkillProjectile(true)))
            {
                if (hitInfo.rigidbody != null)
                {
                    BaseEntity entity = hitInfo.rigidbody?.GetComponent <BaseEntity>();
                    if (entity != null && CCrossSightLoic.IsAdd(targets, entity.EntityId()))
                    {
                        Target target = new Target();
                        target.target_entityId = entity.EntityId();
                        target.target_pos      = hitInfo.point;
                        targets.Add(target);

                        GizmosHelper.GetInstance().DrawLine(pos, hitInfo.point, Color.red);
                        GizmosHelper.GetInstance().DrawSphere(hitInfo.point, m_crosssightinfo.m_RoundInfo.radius, Color.red);
                    }
                }
            }
        }
        else if (m_crosssightinfo.m_RoundInfo.detectionMode == DetectionMode.All)
        {
            RaycastHit[] hits = Physics.SphereCastAll(pos,                                 //起始点
                                                      m_crosssightinfo.m_RoundInfo.radius, //半径
                                                      direction,                           //方向
                                                      m_crosssightinfo.m_MaxRayDistance,   //最大距离
                                                                                           // LayerMask.GetMask("Enemy"));                       //层
                                                      LayerUtil.GetLayersIntersectWithSkillProjectile(true));


            for (int i = 0; i < hits.Length; i++)
            {
                RaycastHit hit = hits[i];
                if (hit.rigidbody != null)
                {
                    BaseEntity entity = hit.rigidbody?.GetComponent <BaseEntity>();
                    if (entity != null && CCrossSightLoic.IsAdd(targets, entity.EntityId()))
                    {
                        Target target = new Target();
                        target.target_entityId = entity.EntityId();
                        target.target_pos      = hit.point;
                        targets.Add(target);

                        GizmosHelper.GetInstance().DrawLine(pos, hit.point, Color.red);
                    }
                }
            }
        }

        return(targets);
    }
예제 #4
0
    /// <summary>
    ///  获取弹道上的目标,并返回弹道方向
    /// </summary>
    public override void GetBallisticTargetAndOutDirection(out List <Target> targets, out Vector3 direction, params object[] args)
    {
        Vector3 CamerPos = CameraManager.GetInstance().GetMainCamereComponent().GetPosition();// Camera.main.transform.position;

        base.GetBallisticTargetAndOutDirection(out targets, out direction, args);

        if (m_virtualCamera != null)
        {
            float offx = 0.0f;  //范围 0--0.5
            float offy = 0.0f;
            m_ballisticOffsetFunc?.Invoke(out offx, out offy, m_ballisticOffsetFunc_args);

            float   offz     = 500;                           //到摄像机近视窗平面距离
            Vector3 viewPos  = new Vector3(offx, offy, offz); //(0.5f + offx, 0.5f + offy, offz);
            Vector3 worldPos = m_virtualCamera.ViewportToWorldPoint(viewPos);
            direction = (worldPos - CamerPos).normalized;

            //验证
            //             GameObject ga = new GameObject("ddddd");
            //             ga.transform.position = worldPos;
            //             ga.AddComponent<BoxCollider>().size = Vector3.one;

            if (m_crosssightinfo.m_ConeSquareInfo.detectionMode == DetectionMode.One)
            {
                //射线检测目标
                RaycastHit hit       = new RaycastHit();
                int        layermask = LayerUtil.GetLayersIntersectWithSkillProjectile(true); // LayerMask.GetMask("Enemy"/*, "Obstacles"*/); //指定射线碰撞的对象
                Physics.Raycast(CamerPos, worldPos - CamerPos, out hit, offz, layermask);     //检测障碍

                if (hit.rigidbody != null)
                {
                    BaseEntity entity = hit.rigidbody?.GetComponent <BaseEntity>();
                    if (entity != null && CCrossSightLoic.IsAdd(targets, entity.EntityId()))
                    {
                        Target target = new Target();
                        target.target_entityId = entity.EntityId();
                        target.target_pos      = hit.point;
                        targets.Add(target);
                    }
                }
            }
            else if (m_crosssightinfo.m_ConeSquareInfo.detectionMode == DetectionMode.All)
            {
                int          layermask = LayerUtil.GetLayersIntersectWithSkillProjectile(true); // LayerMask.GetMask("Enemy"/*, "Obstacles"*/); //指定射线碰撞的对象
                RaycastHit[] hits      = Physics.RaycastAll(CamerPos,                           //起始点
                                                            worldPos - CamerPos,                //方向
                                                            m_crosssightinfo.m_MaxRayDistance,  //最大距离
                                                            layermask);

                for (int tt = 0; tt < hits.Length; tt++)
                {
                    RaycastHit hitt = hits[tt];
                    if (hitt.rigidbody != null)
                    {
                        BaseEntity entity = hitt.rigidbody?.GetComponent <BaseEntity>();
                        if (entity != null && CCrossSightLoic.IsAdd(targets, entity.EntityId()))
                        {
                            Target target = new Target();
                            target.target_entityId = entity.EntityId();
                            target.target_pos      = hitt.point;
                            targets.Add(target);

                            GizmosHelper.GetInstance().DrawLine(CamerPos, hitt.point, Color.red);
                        }
                    }
                }
            }
        }
    }