Unity_Fps射击游戏自动瞄准下一个敌人功能

 private void Awake()
    {
       
       Instance = this;
        

        this.InitializeAim();

    }

    private void Update()
    {
       
        this.UpdateAim();
    }
    
     
      
       
        
         
     /// 
    /// 初始化自瞄
    /// 
    private void InitializeAim()
    {
        this.AllTargets = new List();
       
        GameMessenger.AddEventListener("PWTSpawned", delegate (IPlayerWeaponTarget t)
        {
            this.AllTargets.Add(t);
        });
        GameMessenger.AddEventListener("PWTDespawned", delegate (IPlayerWeaponTarget t)
        {
            this.AllTargets.Remove(t);
        });
    }
    
     /// 
    /// 更新目标
    /// 
    private void UpdateAim()
    {
        //判断下是否拥有武器
        if (!this.HasCurrentWeapon)
        {
            return;
        }
        //判断下List是否有元素

        if (!this.AllTargets.Any())
        {   //当前的目标为空
            this.CurrentAimTarget = null;
            return;
        }
        this.CurrentAimTarget = null;
        float num = 0f;
        //遍历list里的目标
        for (int i = 0; i < this.AllTargets.Count; i++)
        {    
            IPlayerWeaponTarget playerWeaponTarget = this.AllTargets[i];
            //获得与玩家的距离
            float approximateDistanceFromPlayer = playerWeaponTarget.GetApproximateDistanceFromPlayer();
            //是否在玩家前面
            if (playerWeaponTarget.IsAheadFromPlayer()
             && playerWeaponTarget.CamAimTo() 
             //获取目标和目标圆之间的平方距离 小于瞄准圆屏幕位置
             && this.GetSqrMagnitudeBetweenTargetAndAimCircle(playerWeaponTarget) < this.AimCircleRadiusAbsoluteSqr
             //最大瞄准距离大于与玩家的距离
             && this.CurrentWeapon.MaxAimDistance > approximateDistanceFromPlayer 
             //当前目标 或者玩家的距离小于0
             && (this.CurrentAimTarget == null || approximateDistanceFromPlayer < num))
            {     //当前的目标等于    获取目标  tram
                this.CurrentAimTarget = playerWeaponTarget.GetPlayerAimTarget();
                //跟新最近距离
                 num = approximateDistanceFromPlayer;
            }
        }
    }
     /// 
    /// 瞄准圆屏幕位置
    /// 
    public Vector2 AimCircleScreenPosition
    {
        get
        {
            float num = (float)PlayerMainCameraSystem.Instance.MainCamera.pixelWidth / 2f;
            float y = (float)PlayerMainCameraSystem.Instance.MainCamera.pixelHeight / 2f;
            float num2 = 0f;
            if (PlayerMovementSystem.Instance.XMovementState != PlayerMovementSystem.PlayerXMovementState.None)
            {
                num2 = (float)((PlayerMovementSystem.Instance.XMovementState == PlayerMovementSystem.PlayerXMovementState.MoveLeft) ? -1 : 1) * (this.GetAbsoluteWidthForAim(this.AimCircleMaxCenterOffset) * PlayerInputSystem.Instance.CurrentDirectionGestureXMultiplier);
            }
            return new Vector2(num + num2, y);
        }
    }
    
    /// 
    /// 获取目标和目标圆之间的平方距离
    /// 
    /// 
    /// 
    private float GetSqrMagnitudeBetweenTargetAndAimCircle(IPlayerWeaponTarget target)
    {
        Vector2 aimTargetScreenSpacePosition = target.GetAimTargetScreenSpacePosition();
        return (this.AimCircleScreenPosition - aimTargetScreenSpacePosition).sqrMagnitude;
    }
    
    
    
     /// 
    /// 获取范围内的目标
    /// 
    /// 
    /// 
    /// 
    public IEnumerable GetTargetsInRange(Vector3 origin, float r)
    {
        float rr = r * r;
        return from t in this.AllTargets
               where (t.GetPlayerAimTarget().position - origin).sqrMagnitude < rr
               select t;
    }
    
    
    
    
    
    
    /// 
    /// 处理武器射击
    /// 
    private void HandleWeaponFire()
    {    //调度武器伤害
        this.DispatchWeaponDamage(this.CurrentAimTarget);
        if (this.CurrentWeapon.MultikillRadius > 0f && this.CurrentAimTarget != null)
        {
            IEnumerable enumerable = 
            from t in this.AllTargets
            where t.GetPlayerAimTarget() != this.CurrentAimTarget &&
            (t.GetPlayerAimTarget().position - this.CurrentAimTarget.position).sqrMagnitude
            < this.CurrentWeapon.MultikillRadius * this.CurrentWeapon.MultikillRadius
            select t;
            int num = 0;
            foreach (IPlayerWeaponTarget playerWeaponTarget in enumerable)
            {
                if (num > this.CurrentWeapon.MaxMultikills)
                {
                    break;
                }
                this.DispatchWeaponDamage(playerWeaponTarget.GetPlayerAimTarget());
                num++;
            }
        }
        if (!this.IsFiredInThisRun)
        {
            this.IsFiredInThisRun = true;
           Debug.Log("PlayerFirstFireInRun");
        }
    }
    
    
    
    /// 
    /// 调度武器伤害
    /// 
    /// 
    private void DispatchWeaponDamage(Transform target)
    {
        if (target == null)
        {
            return;
        }
        float time = Vector3.Distance(base.transform.position, target.position) / this.CurrentWeapon.MaxAimDistance;
        float num = this.CurrentWeapon.FireDamageDistanceFactor.Evaluate(time);
        float hitDamage = this.CurrentWeapon.PrevFireDamage * num;
        PlayerWeaponDamageInfo playerWeaponDamageInfo = new PlayerWeaponDamageInfo(target, hitDamage);
        IPlayerWeaponTarget asWeaponTarget = playerWeaponDamageInfo.AsWeaponTarget;
        if (asWeaponTarget != null)
        {
            asWeaponTarget.ReceiveDamage(playerWeaponDamageInfo);
        }
        GameMessenger.Broadcast("PlayerWeaponDamageDispatched", playerWeaponDamageInfo);
    }

sing System;
using UnityEngine;
public interface IPlayerWeaponTarget
{/// 
/// 受到伤害
/// 
/// 
    void ReceiveDamage(PlayerWeaponDamageInfo damage);
    /// 
    /// 获取目标
    /// 
    /// 
    Transform GetPlayerAimTarget();

    bool CamAimTo();
}
using System;

using UnityEngine;
//玩家武器目标扩展
public static class PlayerWeaponTargetExtensions
{
    public static bool IsZombie(this IPlayerWeaponTarget target)
    {
        return target is ZombieController;
    }

    public static ZombieController AsZombie(this IPlayerWeaponTarget target)
    {
        return target as ZombieController;
    }


    // 计算玩家到目标的角度

    public static float CalculateAngleFromPlayerToTarget(this IPlayerWeaponTarget target, bool fixBigZombieAngleOffset = true)
    {
        ZombieController zombieController = target.AsZombie();
      float num = 1f;
      if (zombieController != null && fixBigZombieAngleOffset && zombieController.IsBig)
       {
          num = zombieController.transform.localScale.x;
           zombieController.transform.localScale = new Vector3(zombieController.DefaultScale, zombieController.DefaultScale, zombieController.DefaultScale);
       }
       Vector3 to = target.GetPlayerAimTarget().position - PlayerController.Instance.transform.position;
      if (zombieController != null && fixBigZombieAngleOffset && zombieController.IsBig)
       {
           zombieController.transform.localScale = new Vector3(num, num, num);
      }
      to.Normalize();
        return Mathf.Abs(Vector3.Angle(PlayerController.Instance.transform.forward, to));
   }

    /// 
    /// 在球员前面
    /// 
    /// 
    /// 
    public static bool IsAheadFromPlayer(this IPlayerWeaponTarget target)
    {
        //position.z  方法待考证
        return target.GetPlayerAimTarget().transform.position.z >= PlayerController.Instance.transform.position.z;
    }

    /// 
    /// 获取目标屏幕空间位置
    /// 
    /// 
    /// 
    public static Vector2 GetAimTargetScreenSpacePosition(this IPlayerWeaponTarget target)
    {
        return PlayerMainCameraSystem.Instance.MainCamera.WorldToScreenPoint(target.GetPlayerAimTarget().position);
    }

    /// 
    /// 与玩家保持大致距离
    /// 
    /// 
    /// 
    public static float GetApproximateDistanceFromPlayer(this IPlayerWeaponTarget target)
    {
        return Mathf.Abs
            (PlayerController.Instance.transform.position.z
            - target.GetPlayerAimTarget().position.z);
    }

}

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