Unity判断周围是否有敌人

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();
}
}
}

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();
}
}
}

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;
}
}
}
}