/// <summary>
/// 攻擊判斷,在攻擊方攻擊動畫關鍵幀事件調用該函數,判斷是否攻擊成功
/// </summary>
/// <param name="attackT">攻擊方 Transform</param>
/// <param name="attackDistance">攻擊方的攻擊距離</param>
/// <param name="attackHp">攻擊方的hp</param>
/// <param name="allowAttackLayer">攻擊方可以被攻擊layer層</param>
/// <param name="enemyT">被攻擊方 Transform </param>
/// <param name="enemyHp">被攻擊方hp</param>
/// <returns></returns>
public static bool AttackDetermine(Transform attackT, float attackDistance, int attackHp, string allowAttackLayerName, Transform enemyT, int enemyHp)
{
if (enemyT == null || attackT == null)// || enemyT == attackT || enemyHp <= 0 || attackHp <= 0 || LayerMask.LayerToName(enemyT.gameObject.layer) != allowAttackLayerName)
{
Debug.LogError("enemyT == null || attackT == null");
return false;
}
Vector3 dir = enemyT.position - attackT.position; //與敵人的角度面向
float andEnemyAngle = Vector3.Angle(dir, attackT.forward); // 求出attackT指向敵人和attackT指向正前方兩向量的夾角,其實就是 正前方和敵人的角度
var attackColleder = enemyT.GetComponentInChildren<Collider>();
var enemyColleder = enemyT.GetComponentInChildren<Collider>();
if (attackColleder == null || enemyColleder == null)
{
Debug.LogError("attackColleder == null || enemyColleder == null");
return false;
}
var start = attackColleder.ClosestPointOnBounds(enemyT.position);
var end = enemyColleder.ClosestPointOnBounds(attackT.position);
var andColliderDis = Vector3.Distance(start, end);
var hight =Mathf.Abs(attackT.position.y - enemyT.position.y) ;
bool isAttackSuccess = enemyT != attackT && attackHp >= 0 && enemyHp >= 0 && hight < 0.7f && andEnemyAngle < 60 && andColliderDis < attackDistance && LayerMask.LayerToName(enemyT.gameObject.layer) == allowAttackLayerName;
Debug.Log("近戰攻擊判定結果:" + isAttackSuccess + "\n"+
attackT.name + "====攻擊====>" + enemyT.name + "\n" +
String.Format("敵人不是自己:{0,37}", (enemyT != attackT)) + "\n" +
String.Format("我的血量:" + attackHp + "\n") +
"敵人當前血量:" + enemyHp + "\n" +
"我正前方和敵人的角度是:" + Math.Round(andEnemyAngle,2) + "度,攻擊角度是否符合:" + (andEnemyAngle < 60) + "\n" +
"碰撞器之間距離:" + andColliderDis + "米,攻擊距離:" + attackDistance + "米,敵人是否在攻擊範圍內:" + (andColliderDis < attackDistance) + "\n" +
"與敵人所站位置高度相差:" + hight + "米,"+ ((hight > 0.7f)?"是":"否") + " 超過了0.7f米" + "\n" +
"可以攻擊的層:["+allowAttackLayerName+ ":"+ LayerMask.GetMask(allowAttackLayerName) + "],敵人的層:[" + LayerMask.LayerToName(enemyT.gameObject.layer)+":" + enemyT.gameObject.layer +"],結果:"+(LayerMask.LayerToName(enemyT.gameObject.layer) == allowAttackLayerName) + "\n" );
return isAttackSuccess;
}