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Unity3D 實(shí)現(xiàn)怪物巡邏、按路線行走操作

2020-07-14 13:22:46
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為了豐富我們的游戲,我們經(jīng)常會(huì)給游戲中的角色(怪物)添加行走路線,本想用 ITweenPath 插件實(shí)現(xiàn),但是一直沒有找到合適的辦法,因?yàn)椴恢廊绾螌?shí)現(xiàn)實(shí)行的獲得地形高度,或者如果使用角色控制器移動(dòng)(CharacterController),怎么使用 ITweenPath 驅(qū)動(dòng)?本人愚笨,自己實(shí)現(xiàn)了個(gè)(這兒只是使用 ITweenPath 繪制出來的點(diǎn)),也算拋磚引玉,如果讀者知道如何更簡(jiǎn)單的實(shí)現(xiàn)方式,還請(qǐng)告之!共同進(jìn)步!

先來看看最終的效果圖:

場(chǎng)景中有兩個(gè)角色,然后他們會(huì)在 ITweenPath 繪制的線上隨機(jī)移動(dòng)!下面我們先搭建好測(cè)試的場(chǎng)景,如下圖:

然后我們使用 ITweenEditor 編輯場(chǎng)景中角色的行進(jìn)路線,如下圖:

后面,就需要我們自己去實(shí)現(xiàn)行走的邏輯了,獲取 ITweenPath 曲線上的點(diǎn),前面的文章中提到,詳細(xì)可以看此鏈接,然后我們新建立一個(gè)RoleController.cs 文件,然后編寫我們的代碼,全部代碼如下:


復(fù)制代碼
代碼如下:

using UnityEngine;
using System.Collections;
public class RoleController : MonoBehaviour
{
public iTweenPath tweenPath;
/// <summary>
/// 曲線上面點(diǎn)的個(gè)數(shù),點(diǎn)數(shù)越多移動(dòng)越平滑
/// </summary>
public int pointSize = 5;
/// <summary>
/// 角色移動(dòng)速度
/// </summary>
public float speed = 3f;

public AnimationClip walkClip;
public AnimationClip idleClip;
private Vector3[] pathPositionList;
private Vector3 pathPoint;
private Vector3[] positionList;
private Vector3 nextPoint;
private Vector3 direction;
private int moveIndex;
private bool moveStatus;
private bool idleStatus;
private Animation animation;
void Awake()
{
this.pathPositionList = PointController.PointList(tweenPath.nodes.ToArray(), this.pointSize);
this.animation = this.GetComponent<Animation> ();
this.moveIndex = 0;
this.moveStatus = false;
this.idleStatus = false;
if (this.pathPositionList.Length > 0)
{
this.pathPoint = this.pathPositionList [Random.Range(0, this.pathPositionList.Length)];
}
}
void Start()
{
this.transform.position = this.GetTerrainPosition (this.pathPoint);
this.StartCoroutine(this.SetNextPositionList(0));
}
void Update()
{
this.SetMoveDirection ();
this.SetMovePosition ();
}
/// <summary>
/// 設(shè)置移動(dòng)向量
/// </summary>
protected void SetMoveDirection()
{
if (this.positionList == null) return;
if (this.moveIndex < this.positionList.Length)
{
if(!this.moveStatus)
{
this.pathPoint = this.positionList[this.moveIndex];
this.nextPoint = this.GetTerrainPosition(this.pathPoint);
this.direction = (this.nextPoint - this.transform.position).normalized * this.speed;
if(this.direction != Vector3.zero)
{
this.transform.rotation = Quaternion.LookRotation(new Vector3(this.direction.x, 0f, this.direction.z));
this.moveStatus = true;
}else{
this.moveIndex ++;
}
}
}else
{
if(!idleStatus)
{
this.idleStatus = true;
this.animation.CrossFade (this.idleClip.name);
this.StartCoroutine(this.SetNextPositionList(5));
}
}
}
/// <summary>
/// 設(shè)置移動(dòng)位置
/// </summary>
protected void SetMovePosition ()
{
if (this.positionList == null) return;
if (!this.IsArrivePosition ())
{
//this.characterController.Move(this.direction * Time.deltaTime); // 可以取消這句,并且注釋下面那句,可以使用角色控制器進(jìn)行移動(dòng)
this.transform.position = GetTerrainPosition(this.transform.position + this.direction * Time.deltaTime);
} else {
this.transform.position = this.nextPoint;
this.moveStatus = false;
this.moveIndex ++;
}
}
protected IEnumerator SetNextPositionList(int sceond)
{
if (sceond > 0)
{
yield return new WaitForSeconds (5);
} else {
yield return null;
}
int index = this.GetIndexByList (this.pathPositionList, this.pathPoint);
if (index != -1)
{
int nextIndex = Random.Range(0, this.pathPositionList.Length);
if(index != nextIndex)
{
int beginIndex = index > nextIndex ? nextIndex : index;
int endIndex = index > nextIndex ? index : nextIndex;
Vector3[] positionList = new Vector3[endIndex - beginIndex];
int positionLength = positionList.Length;
if(index > nextIndex)
{
for(int pathIndex = endIndex, positionIndex = 0; pathIndex >= beginIndex && positionIndex < positionLength; pathIndex --, positionIndex ++)
{
positionList[positionIndex] = this.pathPositionList[pathIndex];
}
}else{
for(int pathIndex = beginIndex, positionIndex = 0; pathIndex <= endIndex && positionIndex < positionLength; pathIndex ++, positionIndex ++)
{
positionList[positionIndex] = this.pathPositionList[pathIndex];
}
}

this.moveIndex = 0;
this.moveStatus = false;
this.idleStatus = false;
this.animation.CrossFade (this.walkClip.name);
this.positionList = positionList;
}
}
}
/// <summary>
/// 獲取點(diǎn)帖地位置
/// </summary>
/// <returns>The terrion position.</returns>
/// <param name="position">Position.</param>
private Vector3 GetTerrainPosition(Vector3 position)
{
Vector3 terrainPosition = new Vector3 (position.x, position.y, position.z);
terrainPosition.y = Terrain.activeTerrain.SampleHeight (terrainPosition);
return terrainPosition;
}
/// <summary>
/// 是否到達(dá)指定位置
/// </summary>
/// <returns><c>true</c> if this instance is arrive position; otherwise, <c>false</c>.</returns>
private bool IsArrivePosition()
{
Vector3 currentDirection = (this.nextPoint - (this.transform.position + this.direction * Time.deltaTime)).normalized;
if (this.CalculateNormalized (currentDirection) == this.CalculateNormalized (this.direction) * -1)
{
return true;
}
return false;
}
/// <summary>
/// 計(jì)算向量標(biāo)準(zhǔn)
/// </summary>
/// <returns>The normalized.</returns>
/// <param name="data">Data.</param>
private Vector3 CalculateNormalized(Vector3 data)
{
Vector3 position = Vector3.zero;
position.x = data.x >= 0 ? 1 : -1;
position.z = data.z >= 0 ? 1 : -1;
return position;
}
private int GetIndexByList(Vector3[] positionList, Vector3 position)
{
int index = 0;
foreach (Vector3 item in positionList)
{
if(item.x == position.x && item.y == position.y && item.z == position.z) return index;
index ++;
}
return -1;
}
}

然后我們給場(chǎng)景中的角色掛載RoleController.cs 腳本,并且設(shè)置好相關(guān)屬性,如下圖:

最后運(yùn)行游戲,就可以看到角色在場(chǎng)景中按線路行走了!

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