Unity中在玩家周围随机生成敌人,两个矩形之间

unity随机在周围生成敌人

在下图区域中的随机点位生成敌人

首先获取玩家位置以及设置最大和最小距离,然后根据这些参数生成l1, l2, r1,r2四个点,把红色区域分成四个区域,每个区域各有0.25的几率在其中取点。代码如下

    public Vector3 GetRandomPosition()
    {
        Vector3 spawnPoint;
        float spawnArea = Random.Range(0f, 1f);
        Vector3 leftPoint1 = new Vector3(playerTran.position.x + minSize, playerTran.position.y + minSize, playerTran.position.z);
        Vector3 leftPoint2 = new Vector3(playerTran.position.x + maxSize, playerTran.position.y + maxSize, playerTran.position.z);
        Vector3 rightPoint1 = new Vector3(playerTran.position.x - minSize, playerTran.position.y - minSize, playerTran.position.z);
        Vector3 rightPoint2 = new Vector3(playerTran.position.x - maxSize, playerTran.position.y - maxSize, playerTran.position.z);
        if (spawnArea > 0.75f)
        {
            spawnPoint = new Vector3(Random.Range(leftPoint1.x, leftPoint2.x), Random.Range(rightPoint1.y, leftPoint2.y), playerTran.position.z);
        }
        else if (spawnArea > 0.5f)
        {
            spawnPoint = new Vector3(Random.Range(rightPoint2.x, leftPoint1.x), Random.Range(leftPoint1.y, leftPoint2.y), playerTran.position.z);
        }
        else if (spawnArea > 0.25f)
        {
            spawnPoint = new Vector3(Random.Range(rightPoint2.x, rightPoint1.x), Random.Range(rightPoint2.y, leftPoint1.y), playerTran.position.z);
        }
        else
        {
            spawnPoint = new Vector3(Random.Range(rightPoint1.x, leftPoint2.x), Random.Range(rightPoint1.y, rightPoint2.y), playerTran.position.z);
        }
        return spawnPoint;
    }

生成敌人的完整脚本

using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemySpawner : MonoBehaviour
{
    public Transform playerTran;
    public GameObject enemyToSpawn;
    public float spawnWaitTime = 1f;
    private float spawnCounter;
    public float maxSize;
    public float minSize;
    // Start is called before the first frame update
    void Start()
    {
        spawnCounter = spawnWaitTime;
    }

    // Update is called once per frame
    void Update()
    {

        spawnCounter -= Time.deltaTime;
        if (spawnCounter <= 0)
        {
            Debug.Log("生成怪物");
            spawnCounter = spawnWaitTime;
            Instantiate(enemyToSpawn, GetRandomPosition(), transform.rotation);
        }

    }

    public Vector3 GetRandomPosition()
    {
        Vector3 spawnPoint;
        float spawnArea = Random.Range(0f, 1f);
        Vector3 leftPoint1 = new Vector3(playerTran.position.x + minSize, playerTran.position.y + minSize, playerTran.position.z);
        Vector3 leftPoint2 = new Vector3(playerTran.position.x + maxSize, playerTran.position.y + maxSize, playerTran.position.z);
        Vector3 rightPoint1 = new Vector3(playerTran.position.x - minSize, playerTran.position.y - minSize, playerTran.position.z);
        Vector3 rightPoint2 = new Vector3(playerTran.position.x - maxSize, playerTran.position.y - maxSize, playerTran.position.z);
        if (spawnArea > 0.75f)
        {
            spawnPoint = new Vector3(Random.Range(leftPoint1.x, leftPoint2.x), Random.Range(rightPoint1.y, leftPoint2.y), playerTran.position.z);
        }
        else if (spawnArea > 0.5f)
        {
            spawnPoint = new Vector3(Random.Range(rightPoint2.x, leftPoint1.x), Random.Range(leftPoint1.y, leftPoint2.y), playerTran.position.z);
        }
        else if (spawnArea > 0.25f)
        {
            spawnPoint = new Vector3(Random.Range(rightPoint2.x, rightPoint1.x), Random.Range(rightPoint2.y, leftPoint1.y), playerTran.position.z);
        }
        else
        {
            spawnPoint = new Vector3(Random.Range(rightPoint1.x, leftPoint2.x), Random.Range(rightPoint1.y, rightPoint2.y), playerTran.position.z);
        }
        return spawnPoint;
    }
}

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