判断周围是否有敌人的三种模式

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();

               }

      }

}

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();

             }

       }

}

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;

              }

          }

     }

}

 

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