[Unity实战]判断角色面朝一定区域是否存在物体

首先是被雨松大大唤醒的数学知识,,代码参考自这里:

using UnityEngine;using System.Collections;public class TestRot : MonoBehaviour {public Transform target;void Start(){//四元数rotation的一些运算Quaternion rotation = target.rotation * Quaternion.Euler(0f, 30f, 0f);//当前角度绕y轴旋转30度Vector3 pos = rotation * new Vector3(10f, 0f, 0f);//当前角度沿x轴前进10个单位Debug.DrawLine(pos, Vector3.zero, Color.red);Debug.Log("newpos " + pos + " nowpos " + target.position + " distance " + Vector3.Distance(pos, target.position));//向量旋转//当前向量绕y轴旋转45度,也可认为现将角度绕y轴旋转45度,在沿z轴前进1个单位Vector3 a = Quaternion.Euler(0f, 45f, 0f) * Vector3.forward;//只旋转,向量的长度是不变的Debug.Log(a);}}原文是判断物体是否处于角色面朝的三角形区域中,但是有效率更高,精度更准的方法,而且也简单一些:

using UnityEngine;using System.Collections;public class TestRot2 : MonoBehaviour {public Transform target;public float angle = 60f;public float distance = 5f;void Update(){Vector3 direction = target.position – transform.position;if (Vector3.Angle(direction, transform.forward) < angle)if (Vector3.Distance(target.position, transform.position) < distance)print("我已经锁定你了!");}}

当你能飞的时候就不要放弃飞

[Unity实战]判断角色面朝一定区域是否存在物体

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