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Unity3D 实现怪物巡逻、按路线行走操作
摘要:为了丰富我们的游戏,我们经常会给游戏中的角色(怪物)添加行走路线,本想用ITweenPath插件实现,但是一直没有找到合适的办法,因为不知道...

为了丰富我们的游戏,我们经常会给游戏中的角色(怪物)添加行走路线,本想用 ITweenPath 插件实现,但是一直没有找到合适的办法,因为不知道如何实现实行的获得地形高度,或者如果使用角色控制器移动(CharacterController),怎么使用 ITweenPath 驱动?本人愚笨,自己实现了个(这儿只是使用 ITweenPath 绘制出来的点),也算抛砖引玉,如果读者知道如何更简单的实现方式,还请告之!共同进步!

先来看看最终的效果图:

Unity3D 实现怪物巡逻、按路线行走操作1

场景中有两个角色,然后他们会在 ITweenPath 绘制的线上随机移动!下面我们先搭建好测试的场景,如下图:

Unity3D 实现怪物巡逻、按路线行走操作2

然后我们使用 ITweenEditor 编辑场景中角色的行进路线,如下图:

Unity3D 实现怪物巡逻、按路线行走操作3

后面,就需要我们自己去实现行走的逻辑了,获取 ITweenPath 曲线上的点,前面的文章中提到,详细可以看此链接,然后我们新建立一个RoleController.cs 文件,然后编写我们的代码,全部代码如下:

using UnityEngine;

using System.Collections;

public class RoleController : MonoBehaviour

{

public iTweenPath tweenPath;

/// <summary>

/// 曲线上面点的个数,点数越多移动越平滑

/// </summary>

public int pointSize = 5;

/// <summary>

/// 角色移动速度

/// </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>

/// 设置移动向量

/// </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>

/// 设置移动位置

/// </summary>

protected void SetMovePosition ()

{

if (this.positionList == null) return;

if (!this.IsArrivePosition ())

{

//this.characterController.Move(this.direction * Time.deltaTime); // 可以取消这句,并且注释下面那句,可以使用角色控制器进行移动

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>

/// 获取点帖地位置

/// </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>

/// 是否到达指定位置

/// </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>

/// 计算向量标准

/// </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;

}

}

然后我们给场景中的角色挂载RoleController.cs 脚本,并且设置好相关属性,如下图:

Unity3D 实现怪物巡逻、按路线行走操作4

最后运行游戏,就可以看到角色在场景中按线路行走了!

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