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unity实战之lol技能释放范围

2022-06-24 18:58:00 华为云

前言

最近英雄联盟手游开启不删档测试,对于忠实的lol玩家来说,又激起了我对手游的兴趣。赶紧趁着开服,果断删掉所有手游,清理一波内存,开启我的手游版lol体验。(没办法手机内存太小了)。果断跳过新手教程开始匹配赛,终于到达10级了,又赶紧体验了几把排位赛,虽然体验后觉得端游更胜一筹,但是就凭手游方便的特点,我依然把它保留在了手机了。
激烈的混战中,出现如下画面:
本队小姐姐一个接一个的送人头,这时候暴躁哥出现了,开始一顿狂bibi。
小姐姐也很无奈:她的手太长了,为什么我就打不到他~。

攻击范围定义

作为一个lol忠实粉丝and游戏开发者来,我必须来为大家分析一下攻击范围:顾名思义,攻击范围就是释放技能后,会对进入这个范围的敌方单位造成伤害一定英雄,包括伤害,眩晕等。
那么我方释放了一个技能,该技能存在一个攻击范围,如何判断敌方是否在该范围内受到影响?

矩形攻击范围

在这里插入图片描述

向正前方释放一个技能,当攻击范围为一个矩形(a,b)时,判断敌方是否受到伤害,需满足三个条件
(1)敌方位于我放方正前方
(2)敌方位于a长度内
(3)敌方位于b宽度内
游戏中场景转换成如下示意图:
在这里插入图片描述

翻译成数学语言:
(1)两向量点积>0
(2)在a上的投影<a
(3)在b上的投影<b

(1)点积判断

Vector3 forward = hero_a.forward;Vector3 direction = hero_b.position - hero_a.position;float dot = Vector3.Dot(forward,direction);if (dot >0){}

(2)水平方向投影判断

float horizontal = Vector3.Project(direction, hero_a.right).magnitude;//水平方向投影if (horizontal <= length/2){}

(3)垂直方向投影判断

float vertical = Vector3.Project(direction, hero_a.forward).magnitude;//垂直方向投影if (vertical <= width){}

(4)绘制攻击范围

private void OnDrawGizmos() {     Handles.color = isShow ? Color.cyan : Color.red;     Vector3 cornerA = hero_a.position + Vector3.left * width * .5f;     Vector3 cornerB = hero_a.position + Vector3.right * width * .5f;     Vector3 cornerC = cornerB + Vector3.forward * length;     Vector3 cornerD = cornerA + Vector3.forward * length;     Handles.DrawLine(cornerA, cornerB);     Handles.DrawLine(cornerB, cornerC);     Handles.DrawLine(cornerC, cornerD);     Handles.DrawLine(cornerD, cornerA); }

在这里插入图片描述

完整脚本:

using UnityEngine;using UnityEditor;public class SkillRang : MonoBehaviour{		public float length = 1f;//矩形长	public float width = 1f;//矩形宽	private bool isShow = false;//是否处于攻击范围	private Transform hero_a;//我方英雄	private Transform hero_b;//敌方英雄    // Start is called before the first frame update    void Start()    {        hero_a = GameObject.Find("hero_a").transform;        hero_b = GameObject.Find("hero_b").transform;    }    // Update is called once per frame    void Update()    {    	RectRang();    }    private void RectRang()    {    	//方形区域        Vector3 forward = hero_a.forward;        Vector3 direction = hero_b.position - hero_a.position;        float dot = Vector3.Dot(forward,direction);        if (dot >0)        {            //在前方            float vertical = Vector3.Project(direction, hero_a.forward).magnitude;//垂直方向投影            float horizontal = Vector3.Project(direction, hero_a.right).magnitude;//水平方向投影            if (vertical <= width && horizontal <= length/2)            {                isShow = true;                return;            }        }        isShow = false;     }    private void OnDrawGizmos()    {        Handles.color = isShow ? Color.cyan : Color.red;        Vector3 cornerA = hero_a.position + Vector3.left * length * .5f;        Vector3 cornerB = hero_a.position + Vector3.right * length * .5f;        Vector3 cornerC = cornerB + Vector3.forward * width;        Vector3 cornerD = cornerA + Vector3.forward * width;        Handles.DrawLine(cornerA, cornerB);        Handles.DrawLine(cornerB, cornerC);        Handles.DrawLine(cornerC, cornerD);        Handles.DrawLine(cornerD, cornerA);    }}

圆形攻击范围

在这里插入图片描述

释放一个技能,当攻击范围为一个矩形(半径为r)时,判断敌方是否受到伤害,需满足一个条件:
(1)敌人处在一个圆内或者圆上。该圆是以释放技能处未圆心,r为半径的圆。
游戏中场景转换成如下示意图:
在这里插入图片描述

翻译成数学语言:
(1)在这里插入图片描述

假设攻击范围半径为radius
(1)距离计算

Vector3 pos_a = hero_a.position;Vector3 pos_b = hero_b.position;float distence = Mathf.Sqrt((pos_a.x-pos_b.x)*(pos_a.x-pos_b.x)+(pos_a.y-pos_b.y)*(pos_a.y-pos_b.y));

(2)距离判断

if (distence <= radius){}

(3)绘制攻击范围

private void OnDrawGizmos(){     Handles.color = isShow ? Color.cyan : Color.red;     Handles.CircleHandleCap(0,hero_a.position,hero_a.rotation * Quaternion.LookRotation(Vector3.up),radius,EventType.Repaint); }

在这里插入图片描述

完整脚本:

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;public class SkillRang : MonoBehaviour{       public float radius = 1f;//圆形半径    private bool isShow = false;//是否处于攻击范围    private Transform hero_a;//我方英雄    private Transform hero_b;//敌方英雄    // Start is called before the first frame update    void Start()    {        hero_a = GameObject.Find("hero_a").transform;        hero_b = GameObject.Find("hero_b").transform;    }    // Update is called once per frame    void Update()    {        CricleRang();    }    private void CricleRang()    {        // 圆形区域        Vector3 pos_a = hero_a.position;        Vector3 pos_b = hero_b.position;        float distence = Mathf.Sqrt((pos_a.x-pos_b.x)*(pos_a.x-pos_b.x)+(pos_a.y-pos_b.y)*(pos_a.y-pos_b.y));        if (distence <= radius)        {            isShow = true;        }        else        {            isShow = false;        }    }    private void OnDrawGizmos()    {        Handles.color = isShow ? Color.cyan : Color.red;        Handles.CircleHandleCap(0,hero_a.position,hero_a.rotation * Quaternion.LookRotation(Vector3.up),radius,EventType.Repaint);    }}

工程源码:https://gitee.com/shirln/skill-rang
注意:本文参考自https://blog.csdn.net/qq_42139931/article/details/120712908

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https://bbs.huaweicloud.com/blogs/361232