判断周围是否有敌人的三种模式

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1、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();}}}

2、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();}}}

3、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;}}}}

//摘自tdtk插件,转载请说明出处