Unity3D 實現怪物巡邏、按路線行走操作
為了豐富我們的遊戲,我們經常會給遊戲中的角色(怪物)新增行走路線,本想用 ITweenPath 外掛實現,但是一直沒有找到合適的辦法,因為不知道如何實現實行的獲得地形高度,或者如果使用角色控制器移動(CharacterController),怎麼使用 ITweenPath 驅動?本人愚笨,自己實現了個(這兒只是使用 ITweenPath 繪製出來的點),也算拋磚引玉,如果讀者知道如何更簡單的實現方式,還請告之!共同進步!
先來看看最終的效果圖:
場景中有兩個角色,然後他們會在 ITweenPath 繪製的線上隨機移動!下面我們先搭建好測試的場景,如下圖:
然後我們使用 ITweenEditor 編輯場景中角色的行進路線,如下圖:
後面,就需要我們自己去實現行走的邏輯了,獲取 ITweenPath 曲線上的點,前面的文章中提到,詳細可以看此連結,然後我們新建立一個 RoleController.cs 檔案,然後編寫我們的程式碼,全部程式碼如下:
using UnityEngine; using System.Collections; public class RoleController : MonoBehaviour { public iTweenPath tweenPath; /// <summary> /// 曲線上面點的個數,點數越多移動越平滑 /// </summary> public int pointSize = 5; /// <summary> /// 角色移動速度 /// </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> /// 設定移動向量 /// </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> /// 設定移動位置 /// </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,並且註釋下面那句,可以使用角色控制器進行移動 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> /// 計算向量標準 /// </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; } }
然後我們給場景中的角色掛載 RoleController.cs 指令碼,並且設定好相關屬性,如下圖:
最後執行遊戲,就可以看到角色在場景中按線路行走了!
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