1.解决的问题
通过OnDrawGizmos 使使用Physics.OverlapSphere 在编辑器或运行模式中可以方便的查看其范围
在Physics.OverlapSphere中加入扇形检测 ,效率更高
使用Debug.DrawLine(transform.position, transform.position+ right, Color.red); 绘制一些红线方便调试
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class test_jiance : MonoBehaviour {
public float _max;
//自视野自定义
float minDistance = 2f;
float minAngle = 40f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//注意:使用Physics.OverlapSphere 检测与被检测的物体需要加载rigibody 脚本
var cols= new List<Collider>( Physics.OverlapSphere(transform.position, _max));
//ebug.DrawLine(transform.position, pos, Color.red); ;
cols.ForEach((s) =>
{
Debug.Log(s.name);
SelfShiYe(s.gameObject.transform.position);
}
);
}
void SelfShiYe(Vector3 _tarPos)
{
float distance = Vector3.Distance(transform.position, _tarPos);
//主角相对于目标的向量
Vector3 srcLocalVect = _tarPos - transform.position;
//获取正前方的点
Vector3 forwardLocalPos = transform.forward * 1 + transform.position;
//获取正方向向量
Vector3 forwardLocalVect = forwardLocalPos - transform.position;
forwardLocalVect.y = 0;
//计算角度
float angle = Vector3.Angle(srcLocalVect, forwardLocalVect);
Vector3 left = Quaternion.Euler(0,-1* minAngle, 0) * transform.forward * 2;
Vector3 right = Quaternion.Euler(0, minAngle, 0) * transform.forward * 2;
Debug.DrawLine(transform.position, transform.position+ left, Color.red); ;
Debug.DrawLine(transform.position, transform.position+ right, Color.red); ;
if (distance < minDistance && angle < minAngle / 2)
{
Debug.LogError("In EyeSight");
}
}
// 绘制一个球
void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, _max);
}
}