1、只攻击正前方的单位,向前发射一条射线,攻击碰到的单位
RaycastHit hit; //range 射线的长度,即攻击范围,maskTarget敌方单位的mask,只攻击敌方单位 if(Physics.Raycast(unit.thisT.position, unit.thisT.forward,out hit, range, maskTarget)) { Unit targetTemp=hit.collider.gameObject.GetComponent(); if(targetTemp!=null && targetTemp.HPAttribute.HP>0) { target=targetTemp; if(attackMode==_AttackMode.StopNAttack) { if(attackMethod!=_AttackMethod.Melee) unit.StopAnimation(); unit.StopMoving(); } } }
2、以己方单位为圆心的某一半径长度内
//返回相交球的所有碰撞体 Collider[] cols=Physics.OverlapSphere(unit.thisT.position,range, maskTarget); //if(cols!=null && cols.Length>0) Debug.Log(cols[0]); if(cols.Length>0) { Collider currentCollider=cols[Random.Range(0,cols.Length)]; Unit targetTemp = currentCollider.gameObject.GetComponent(); if(targetTemp!=null && targetTemp.HPAttribute.HP>0){ target=targetTemp; if(attackMode==_AttackMode.StopNAttack) { if(attackMethod!=_AttackMethod.Melee) unit.StopAnimation(); unit.StopMoving(); } } }
3、以己方单位为圆心的扇形范围内
Collider[] cols=Physics.OverlapSphere(unit.thisT.position,range, maskTarget); //if(cols!=null && cols.Length>0) Debug.Log(cols[0]); if(cols.Length>0) { Collider currentCollider=cols[0]; foreach(Collider col in cols) { Quaternion targetRot=Quaternion.LookRotation(col.transform.position-unit.thisT.position); if(Quaternion.Angle(targetRot, unit.thisT.rotation) Unit targetTemp=currentCollider.gameObject.GetComponent(); if(targetTemp!=null && targetTemp.HPAttribute.HP>0) { target=targetTemp; if(attackMode==_AttackMode.StopNAttack) { if(attackMethod!=_AttackMethod.Melee) unit.StopAnimation(); unit.StopMoving(); } break; } } }
时间: 2024-10-12 17:46:11