I've been programming an ability for a Hack n Slash which needs to check Units within a pie slice (or inbetween two angles with max length). But I'm stuck on how to check whether an unit is within the arc.
Scenario (Not enough, rep for an image sorry im new)
I currently use Physics2D.OverlapSphere() to get all of the objects within the maximum range. I then loop through all of the found objects to see whether they are within the two angles I specify. Yet this has janky results, probably because angles don't like negative values and value above 360.
How could I make this work or is there a better way to do this? I probably need to change the way I check whether the angle is within the bounds.
Thanks in advance guys! I might respond with some delay as I won't be at my laptop for a couple hours.
Here is the code snippet:
public static List<EntityBase> GetEntitiesInArc(Vector2 startPosition, float angle, float angularWidth, float radius)
{
var colliders = Physics2D.OverlapCircleAll(startPosition, radius, 1 << LayerMask.NameToLayer("Entity"));
var targetList = new List<EntityBase>();
var left = angle - angularWidth / 2f;
var right = angle + angularWidth / 2f;
foreach (var possibleTarget in colliders)
{
if (possibleTarget.GetComponent<EntityBase>())
{
var possibleTargetAngle = Vector2.Angle(startPosition, possibleTarget.transform.position);
if (possibleTargetAngle >= left && possibleTargetAngle <= right)
{
targetList.Add(possibleTarget.GetComponent<EntityBase>());
}
}
}
return targetList;
}