Goal: Detect when the cursor has entered a defined radius of the player.
Hello, I am in the process of trying to replicate the combat system from a game called CrossCode. The idea is that when the cursor is within a certain radius of the player, I will be able to switch to melee combat, and back to ranged once the cursor leaves this radius.
I have implemented one way I thought it could be done, however it feels slow or unreliable and I just wanted to know if there are any other methods I could possibly look into to achieve a smoother result.
Here is what I've done
attached to the player
void Update()
{
attackStyleSwitchRadius = colRef.radius;
playerCenter = colRef.transform.position;
if(Physics2D.OverlapCircle(playerCenter, attackStyleSwitchRadius, cursor))
{
meleeMode = true;
rangeMode = false;
}
else
{
meleeMode = false;
rangeMode = true;
}
}
And on a small 2D object I have this script so that it follows the cursor position.
void Update()
{
pos = Input.mousePosition;
gameObject.transform.position = Camera.main.ScreenToWorldPoint(pos);
}
when the small object enters the overlap circle it changes the bools around.
You can remove the collision detection overhead by doing something like this instead;
void Update ()
{
attackStyleSwitchRadius = colRef.radius;
playerCenter = colRef.transform.position;
var mouse = Input.mousePosition;
mouse.z = Vector3.Distance(Camera.main.transform.position, playerCenter);
var range = Vector2.Distance(Camera.main.ScreenToWorldPoint(mouse), playerCenter);
var inside = range < attackStyleSwitchRadius;
meleeMode = inside;
rangeMode = !inside;
}
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