unity实战之lol技能释放范围

Posted 爱上游戏开发

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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

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:

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);
 }

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

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:

翻译成数学语言:
(1)

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);
 }

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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