角度范围检测方法之一
关于Dot和Cross都能用于角度检测
一般Dot用于计算角度,Cross计算方法
关于介绍,参考:
一、Unity3D之Vector3.Dot和Vector3.Cross的使用
https://blog.csdn.net/wingfourever/article/details/27714311
二、Unity 点乘(Dot)、叉乘(Cross)判断移动方向、朝向等向量问题
https://blog.csdn.net/LIQIANGEASTSUN/article/details/50331933?spm=1001.2101.3001.6650.1&utm_medium=distribute.pc_relevant.none-task-blog-2~default~CTRLIST~Rate-1-50331933-blog-27714311.pc_relevant_recovery_v2&depth_1-utm_source=distribute.pc_relevant.none-task-blog-2~default~CTRLIST~Rate-1-50331933-blog-27714311.pc_relevant_recovery_v2&utm_relevant_index=2
三、国外有个教程用Dot方法做了个小测试

`using UnityEngine;
public class EnemyController : MonoBehaviour
{
public float detectionRadius = 10.0f;
public float detectionAngle = 90.0f;
private void Update()
{
LookForPlayer();
}
private PlayerController LookForPlayer()
{
if (PlayerController.Instance == null)
{
return null;
}
Vector3 enemyPosition = transform.position;
Vector3 toPlayer = PlayerController.Instance.transform.position - enemyPosition;
toPlayer.y = 0;
if (toPlayer.magnitude <= detectionRadius)
{
if (Vector3.Dot(toPlayer.normalized, transform.forward) >
Mathf.Cos(detectionAngle * 0.5f * Mathf.Deg2Rad)) {
Debug.Log("Player has been detected!");
return PlayerController.Instance;
}
}
return null;
}
//#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
Color c = new Color(0.8f, 0, 0, 0.4f);
UnityEditor.Handles.color = c;
Vector3 rotatedForward = Quaternion.Euler(
0,
-detectionAngle * 0.5f,
0) * transform.forward;
UnityEditor.Handles.DrawSolidArc(
transform.position,
Vector3.up,
rotatedForward,
detectionAngle,
detectionRadius);
}
//#endif
}
`

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