using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Player : MonoBehaviour {
public float speed = 2;
public GameObject enemy;
public Dictionary<string,GameObject> enemyList = new Dictionary<string,GameObject>();
public TextMesh text1;
public TextMesh text2;
//判断敌人是否可以攻击
public void CanAttack(GameObject obj)
{
Vector3 toOther = this.transform.position - obj.gameObject.transform.position;
Vector3 chaCheng1 = Vector3.Cross(transform.forward, toOther);
Vector3 chaCheng2 = Vector3.Cross(transform.right, toOther);
//调试距离的代码
text1.text = chaCheng1.ToString ();
text2.text = chaCheng2.ToString ();
//经过调试 前后距离是3 左右距离是2,
//当敌人在左上或右上 并且 距离小于攻击距离, 就可以攻击
if (chaCheng1.y > 0 && chaCheng2.y > 0)
{
Debug.Log("位置: 左上");
if(Mathf.Abs(chaCheng2.y) <= 3 && Mathf.Abs(chaCheng1.y) <= 2)
{
//打开头顶可攻击标示
obj.gameObject.transform.FindChild ("T").gameObject.SetActive(true);
}else
{
obj.gameObject.transform.FindChild ("T").gameObject.SetActive(false);
}
return;
}
if (chaCheng1.y < 0 && chaCheng2.y > 0)
{
Debug.Log("位置: 右上");
if(Mathf.Abs(chaCheng2.y) <= 3 && Mathf.Abs(chaCheng1.y) <= 2)
{
obj.gameObject.transform.FindChild ("T").gameObject.SetActive(true);
}else
{
obj.gameObject.transform.FindChild ("T").gameObject.SetActive(false);
}
return;
}
obj.gameObject.transform.FindChild ("T").gameObject.SetActive(false);
if (chaCheng1.y > 0 && chaCheng2.y < 0)
{
Debug.Log("位置: 左下");
return;
}
if (chaCheng1.y < 0 && chaCheng2.y < 0)
{
Debug.Log("位置: 右下");
}
}
}
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