原地址:http://dong2008hong.blog.163.com/blog/static/46968827201403114644210/
步骤
1.在场景中摆放各种模型,包括地板,斜坡,山体,扶梯等
2.为所有的模型加上Navigation Static和OffMeshLink Generatic(这个根据需要,例如地板与斜坡相连,斜坡就不需要添加OffMeshLink)
3.特殊处理扶梯,需要手动添加Off Mesh Link,设置好开始点和结束点
4.保存场景,烘焙场景
5.添加角色模型,为其加Nav Mesh Agent组件
6.为角色添加一个新脚本,AgentLocomotion.cs,用来处理自动寻路,已经角色动画变换。代码比较长,大家可以结合注释来理解
using UnityEngine;
using System.Collections;
public class AgentLocomotion : MonoBehaviour
{
private Vector3 target;
//目标位置
private NavMeshAgent agent;
private Animation anim;
//动画
private string locoState =
"Locomotion_Stand"
;
private Vector3 linkStart;
//OffMeshLink的开始点
private Vector3 linkEnd;
//OffMeshLink的结束点
private Quaternion linkRotate;
//OffMeshLink的旋转
private bool begin;
//是否开始寻路
// Use this for initialization
void Start()
{
agent = GetComponent<NavMeshAgent>();
//自动移动并关闭OffMeshLinks,即在两个隔离障碍物直接生成的OffMeshLink,agent不会自动越过
agent.autoTraverseOffMeshLink =
false
;
//创建动画
AnimationSetup();
//起一个协程,处理动画状态机
StartCoroutine(AnimationStateMachine());
}
void Update()
{
//鼠标左键点击
if
(Input.GetMouseButtonDown(0))
{
//摄像机到点击位置的的射线
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if
(Physics.Raycast(ray, out hit))
{
//判断点击的是否地形
if
(hit.collider.tag.Equals(
"Obstacle"
))
{
begin =
true
;
//点击位置坐标
target = hit.point;
}
}
}
//每一帧,设置目标点
if
(begin)
{
agent.SetDestination(target);
}
}
IEnumerator AnimationStateMachine()
{
//根据locoState不同的状态来处理,调用相关的函数
while
(Application.isPlaying)
{
yield
return
StartCoroutine(locoState);
}
}
//站立
IEnumerator Locomotion_Stand()
{
do
{
UpdateAnimationBlend();
yield
return
new
WaitForSeconds(0);
}
while
(agent.remainingDistance == 0);
//未到达目标点,转到下一个状态Locomotion_Move
locoState =
"Locomotion_Move"
;
yield
return
null
;
}
IEnumerator Locomotion_Move()
{
do
{
UpdateAnimationBlend();
yield
return
new
WaitForSeconds(0);
//角色处于OffMeshLink,根据不同的地点,选择不同动画
if
(agent.isOnOffMeshLink)
{
locoState = SelectLinkAnimation();
return
(
true
);
}
}
while
(agent.remainingDistance != 0);
//已经到达目标点,状态转为Stand
locoState =
"Locomotion_Stand"
;
yield
return
null
;
}
IEnumerator Locomotion_Jump()
{
//播放跳跃动画
string linkAnim =
"RunJump"
;
Vector3 posStart = transform.position;
agent.Stop(
true
);
anim.CrossFade(linkAnim, 0.1f, PlayMode.StopAll);
transform.rotation = linkRotate;
do
{
//计算新的位置
float tlerp = anim[linkAnim].normalizedTime;
Vector3 newPos = Vector3.Lerp(posStart, linkEnd, tlerp);
newPos.y += 0.4f * Mathf.Sin(3.14159f * tlerp);
transform.position = newPos;
yield
return
new
WaitForSeconds(0);
}
while
(anim[linkAnim].normalizedTime < 1);
//动画恢复到Idle
anim.Play(
"Idle"
);
agent.CompleteOffMeshLink();
agent.Resume();
//下一个状态为Stand
transform.position = linkEnd;
locoState =
"Locomotion_Stand"
;
yield
return
null
;
}
//梯子
IEnumerator Locomotion_Ladder()
{
//梯子的中心位置
Vector3 linkCenter = (linkStart + linkEnd) * 0.5f;
string linkAnim;
//判断是在梯子上还是梯子下
if
(transform.position.y > linkCenter.y)
linkAnim =
"Ladder Down"
;
else
linkAnim =
"Ladder Up"
;
agent.Stop(
true
);
Quaternion startRot = transform.rotation;
Vector3 startPos = transform.position;
float blendTime = 0.2f;
float tblend = 0f;
//角色的位置插值变化(0.2内变化)
do
{
transform.position = Vector3.Lerp(startPos, linkStart, tblend / blendTime);
transform.rotation = Quaternion.Lerp(startRot, linkRotate, tblend / blendTime);
yield
return
new
WaitForSeconds(0);
tblend += Time.deltaTime;
}
while
(tblend < blendTime);
//设置位置
transform.position = linkStart;
//播放动画
anim.CrossFade(linkAnim, 0.1f, PlayMode.StopAll);
agent.ActivateCurrentOffMeshLink(
false
);
//等待动画结束
do
{
yield
return
new
WaitForSeconds(0);
}
while
(anim[linkAnim].normalizedTime < 1);
agent.ActivateCurrentOffMeshLink(
true
);
//恢复Idle状态
anim.Play(
"Idle"
);
transform.position = linkEnd;
agent.CompleteOffMeshLink();
agent.Resume();
//下一个状态Stand
locoState =
"Locomotion_Stand"
;
yield
return
null
;
}
private string SelectLinkAnimation()
{
//获得当前的OffMeshLink数据
OffMeshLinkData link = agent.currentOffMeshLinkData;
//计算角色当前是在link的开始点还是结束点(因为OffMeshLink是双向的)
float distS = (transform.position - link.startPos).magnitude;
float distE = (transform.position - link.endPos).magnitude;
if
(distS < distE)
{
linkStart = link.startPos;
linkEnd = link.endPos;
}
else
{
linkStart = link.endPos;
linkEnd = link.startPos;
}
//OffMeshLink的方向
Vector3 alignDir = linkEnd - linkStart;
//忽略y轴
alignDir.y = 0;
//计算旋转角度
linkRotate = Quaternion.LookRotation(alignDir);
//判断OffMeshLink是手动的(楼梯)还是自动生成的(跳跃)
if
(link.linkType == OffMeshLinkType.LinkTypeManual)
{
return
(
"Locomotion_Ladder"
);
}
else
{
return
(
"Locomotion_Jump"
);
}
}
private void AnimationSetup()
{
anim = GetComponent<Animation>();
// 把walk和run动画放到同一层,然后同步他们的速度。
anim[
"Walk"
].layer = 1;
anim[
"Run"
].layer = 1;
anim.SyncLayer(1);
//设置“跳跃”,“爬楼梯”,“下楼梯”的动画模式和速度
anim[
"RunJump"
].wrapMode = WrapMode.ClampForever;
anim[
"RunJump"
].speed = 2;
anim[
"Ladder Up"
].wrapMode = WrapMode.ClampForever;
anim[
"Ladder Up"
].speed = 2;
anim[
"Ladder Down"
].wrapMode = WrapMode.ClampForever;
anim[
"Ladder Down"
].speed = 2;
//初始化动画状态为Idle
anim.CrossFade(
"Idle"
, 0.1f, PlayMode.StopAll);
}
//更新动画融合
private void UpdateAnimationBlend()
{
//行走速度
float walkAnimationSpeed = 1.5f;
//奔跑速度
float runAnimationSpeed = 4.0f;
//速度阀值(idle和walk的临界点)
float speedThreshold = 0.1f;
//速度,只考虑x和z
Vector3 velocityXZ =
new
Vector3(agent.velocity.x, 0.0f, agent.velocity.z);
//速度值
float speed = velocityXZ.magnitude;
//设置Run动画的速度
anim[
"Run"
].speed = speed / runAnimationSpeed;
//设置Walk动画的速度
anim[
"Walk"
].speed = speed / walkAnimationSpeed;
//根据agent的速度大小,确定animation的播放状态
if
(speed > (walkAnimationSpeed + runAnimationSpeed) / 2)
{
anim.CrossFade(
"Run"
);
}
else
if
(speed > speedThreshold)
{
anim.CrossFade(
"Walk"
);
}
else
{
anim.CrossFade(
"Idle"
, 0.1f, PlayMode.StopAll);
}
}
}
效果图如下,点击任何一个地点,角色都可以自动寻路过去。中间可能经过不同的障碍物,我们可以看到角色如我们所预料的一样,可以跳跃下来,可以爬楼梯,最终到达目标点。
总结
今天的这个例子比较复杂,要根据寻路网格的类型,来处理角色的动作是普通寻路,还是攀爬,抑或跳跃。这个例子应该是比较接近真实项目了。大家在实际项目中如果还有更加复杂的寻路,欢迎探讨。
源码