一、只攻擊正前方的單位,向前發射一條射線,攻擊碰到的單位c#
RaycastHit hit; //range 射線的長度,即攻擊範圍,maskTarget敵方單位的mask,只攻擊敵方單位 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(); } } }
二、以己方單位爲圓心的某一半徑長度內dom
//返回相交球的全部碰撞體 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(); } } }
三、以己方單位爲圓心的扇形範圍內ide
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; } } }