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名师互学网 > IT > 软件开发 > 游戏开发 > Unity3D

Unity中实现使用Gizmo绘制出攻击范围

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Unity中实现使用Gizmo绘制出攻击范围

一:圆形

#if UNITY_EDITOR
    private void OnDrawGizmos()
    {
        Gizmos.color = Color.green;
        int radius = 5;
        int segments = 100;
        float deltaAngle = 360f / segments;
        Vector3 forward = transform.forward;

        Vector3[] vertices = new Vector3[segments];
        for (int i = 0; i < vertices.Length; i++)
        {
            Vector3 pos = Quaternion.Euler(0f, deltaAngle * i, 0f) * forward * radius + transform.position;
            vertices[i] = pos;
        }
        for (int i = 0; i < vertices.Length - 1; i++)
        {
            Gizmos.DrawLine(vertices[i], vertices[i + 1]);
        }
        Gizmos.DrawLine(vertices[0], vertices[vertices.Length - 1]);
    }
#endif

二:扇形

#if UNITY_EDITOR
    private void OnDrawGizmos()
    {
        Gizmos.color = Color.green;
        float angle = 120;
        float radius = 5;
        int segments = 100;
        float deltaAngle = angle / segments;
        Vector3 forward = transform.forward;

        Vector3[] vertices = new Vector3[segments + 2];
        vertices[0] = transform.position;
        for (int i = 1; i < vertices.Length; i++)
        {
            Vector3 pos = Quaternion.Euler(0f, -angle / 2 + deltaAngle * (i - 1), 0f) * forward * radius + transform.position;
            vertices[i] = pos;
        }
        for (int i = 1; i < vertices.Length - 1; i++)
        {
            Gizmos.DrawLine(vertices[i], vertices[i + 1]);
        }
        Gizmos.DrawLine(vertices[0], vertices[vertices.Length - 1]);
        Gizmos.DrawLine(vertices[0], vertices[1]);
    }
#endif

三:矩形

#if UNITY_EDITOR
    private void OnDrawGizmos()
    {
        Gizmos.color = Color.green;
        int width = 5;
        int length = 10;
        Vector3[] vertices = new Vector3[4];
        vertices[0] = transform.position + transform.right * width / 2;
        vertices[1] = transform.position + transform.right * width / 2 + transform.forward * length;
        vertices[2] = transform.position - transform.right * width / 2 + transform.forward * length;
        vertices[3] = transform.position - transform.right * width / 2;

        for (int i = 0; i < vertices.Length - 1; i++)
        {
            Gizmos.DrawLine(vertices[i], vertices[i + 1]);
        }
        Gizmos.DrawLine(vertices[0], vertices[vertices.Length - 1]);
    }
#endif

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