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|---|---|---|
| ãã¬ã€ã€ãŒãšã®è·é¢ã枬ã | ãã¯ãã«ã®å€§ãã | Vector3.Distanceã.magnitude |
| èŠçã«å ¥ã£ãŠããã調ã¹ã | å ç©ãšäžè§é¢æ° | Vector3.DotãMathf.Cos |
| çžæãå³ã«ãããå·Šã«ããã | å€ç© | Vector3.Cross |
| çžæã®æ¹ãžãªãããã«åã | è§åºŠã»å転ïŒã¯ã©ãŒã¿ããªã³ïŒ | Quaternion.LookRotationãMathf.Atan2 |
ããã«ãã©ã³ãã ã«å·¡åãããããã®ä¹±æ°ãå ãããããã§ããè¡åã埮åãŸã§æåããå šéšããå¿ èŠã¯ãããŸããã
ããšãã°èŠçã®å€å®ã¯ãå ç©ã䜿ããšããæžããŸããæµã®æ£é¢ã®åããšãæµãããã¬ã€ã€ãŒãžã®åãããã©ãã ãããã£ãŠãããããâ1ã1ã®æ°ã§åºããŠããã ããªãã§ãã
using UnityEngine;
public class SightCheck : MonoBehaviour
{
public Transform player;
public float viewAngle = 90f; // èŠéã®åºãïŒå·Šå³ãåãããè§åºŠïŒ
public float viewDistance = 10f; // èŠããè·é¢
public bool CanSeePlayer()
{
// æµãããã¬ã€ã€ãŒãžåãããã¯ãã«
Vector3 toPlayer = player.position - transform.position;
if (toPlayer.magnitude > viewDistance) return false;
// å
ç©ïŒ1ãªãçæ£é¢ã0ãªãçæšªã-1ãªãçåŸã
float dot = Vector3.Dot(transform.forward, toPlayer.normalized);
// èŠéã®ååã®è§åºŠãcosã«çŽãããã®ãšæ¯ã¹ã
float limit = Mathf.Cos(viewAngle * 0.5f * Mathf.Deg2Rad);
return dot >= limit;
}
public bool IsPlayerOnRight()
{
Vector3 toPlayer = player.position - transform.position;
// å€ç©ã®yããã©ã¹ãªãå³ããã€ãã¹ãªãå·ŠïŒUnityã®åº§æšç³»ã®å ŽåïŒ
return Vector3.Cross(transform.forward, toPlayer).y > 0f;
}
}
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using UnityEngine;
public class VectorViewer : MonoBehaviour
{
public Transform target;
void Update()
{
Vector3 toTarget = target.position - transform.position;
// æ£é¢ã®åãïŒéïŒãšãçžæãžã®åãïŒèµ€ïŒãã·ãŒã³ãã¥ãŒã«æã
Debug.DrawRay(transform.position, transform.forward * 3f, Color.blue);
Debug.DrawRay(transform.position, toTarget, Color.red);
// 2æ¬ã®ç·ã®ãªãè§ãšå
ç©ããConsoleã§èŠæ¯ã¹ã
float angle = Vector3.Angle(transform.forward, toTarget);
float dot = Vector3.Dot(transform.forward, toTarget.normalized);
Debug.Log("è§åºŠ: " + angle.ToString("F1") + " / å
ç©: " + dot.ToString("F2"));
}
}
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