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  • Unity3d之Navigation导航系统(AII敌人)

    Navigation:是通过 enum 和  switch 来进行状态机的转换从而实现AI巡逻和攻击以及追踪


        private GameObject playerUnit;          //获取玩家单位
        private Animator thisAnimator;          //自身动画组件
        private Vector3 initialPosition;            //初始位置

        public float wanderRadius;          //游走半径,移动状态下,如果超出游走半径会返回出生位置
        public float alertRadius;         //警戒半径,玩家进入后怪物会发出警告,并一直面朝玩家
        public float defendRadius;          //自卫半径,玩家进入后怪物会追击玩家,当距离<攻击距离则会发动攻击(或者触发战斗)
        public float chaseRadius;            //追击半径,当怪物超出追击半径后会放弃追击,返回追击起始位置

        public float attackRange;            //攻击距离
        public float walkSpeed;          //移动速度
        public float runSpeed;          //跑动速度
        public float turnSpeed;         //转身速度,建议0.1

        private enum MonsterState
        {
            STAND,      //原地呼吸
            CHECK,       //原地观察
            WALK,       //移动
            WARN,       //盯着玩家
            CHASE,      //追击玩家
            RETURN      //超出追击范围后返回
        }
        private MonsterState currentState = MonsterState.STAND;          //默认状态为原地呼吸

        public float[] actionWeight = { 3000, 3000, 4000 };         //设置待机时各种动作的权重,顺序依次为呼吸、观察、移动
        public float actRestTme;            //更换待机指令的间隔时间
        private float lastActTime;          //最近一次指令时间

        private float diatanceToPlayer;         //怪物与玩家的距离
        private float diatanceToInitial;         //怪物与初始位置的距离
        private Quaternion targetRotation;         //怪物的目标朝向

        private bool is_Warned = false;
        private bool is_Running = false;

        void Start()
        {
            playerUnit = GameObject.FindGameObjectWithTag("Player");
            thisAnimator = GetComponent<Animator>();

            //保存初始位置信息
            initialPosition = gameObject.GetComponent<Transform>().position;

            //检查并修正怪物设置
            //1. 自卫半径不大于警戒半径,否则就无法触发警戒状态,直接开始追击了
            defendRadius = Mathf.Min(alertRadius, defendRadius);
            //2. 攻击距离不大于自卫半径,否则就无法触发追击状态,直接开始战斗了
            attackRange = Mathf.Min(defendRadius, attackRange);
            //3. 游走半径不大于追击半径,否则怪物可能刚刚开始追击就返回出生点
            wanderRadius = Mathf.Min(chaseRadius, wanderRadius);

            //随机一个待机动作
            RandomAction();
        }

        /// <summary>
        /// 根据权重随机待机指令
        /// </summary>
        void RandomAction()
        {
            //更新行动时间
            lastActTime = Time.time;
            //根据权重随机
            float number = Random.Range(0, actionWeight[0] + actionWeight[1] + actionWeight[2]);
            if (number <= actionWeight[0])
            {
                currentState = MonsterState.STAND;
                thisAnimator.SetTrigger("Stand");
            }
            else if (actionWeight[0] < number && number <= actionWeight[0] + actionWeight[1])
            {
                currentState = MonsterState.CHECK;
                thisAnimator.SetTrigger("Check");
            }
            if (actionWeight[0] + actionWeight[1] < number && number <= actionWeight[0] + actionWeight[1] + actionWeight[2])
            {
                currentState = MonsterState.WALK;
                //随机一个朝向
                targetRotation = Quaternion.Euler(0, Random.Range(1, 5) * 90, 0);
                thisAnimator.SetTrigger("Walk");
            }
        }

        void Update()
        {
            switch (currentState)
            {
                //待机状态,等待actRestTme后重新随机指令
                case MonsterState.STAND:
                    if (Time.time - lastActTime > actRestTme)
                    {
                        RandomAction();         //随机切换指令
                    }
                    //该状态下的检测指令
                    EnemyDistanceCheck();
                    break;

                //待机状态,由于观察动画时间较长,并希望动画完整播放,故等待时间是根据一个完整动画的播放长度,而不是指令间隔时间
                case MonsterState.CHECK:
                    if (Time.time - lastActTime > thisAnimator.GetCurrentAnimatorStateInfo(0).length)
                    {
                        RandomAction();         //随机切换指令
                    }
                    //该状态下的检测指令
                    EnemyDistanceCheck();
                    break;

                //游走,根据状态随机时生成的目标位置修改朝向,并向前移动
                case MonsterState.WALK:
                    transform.Translate(Vector3.forward * Time.deltaTime * walkSpeed);
                    transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed);

                    if (Time.time - lastActTime > actRestTme)
                    {
                        RandomAction();         //随机切换指令
                    }
                    //该状态下的检测指令
                    WanderRadiusCheck();
                    break;

                //警戒状态,播放一次警告动画和声音,并持续朝向玩家位置
                case MonsterState.WARN:
                    if (!is_Warned)
                    {
                        thisAnimator.SetTrigger("Warn");
                        gameObject.GetComponent<AudioSource>().Play();
                        is_Warned = true;
                    }
                    //持续朝向玩家位置
                    targetRotation = Quaternion.LookRotation(playerUnit.transform.position - transform.position, Vector3.up);
                    transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed);
                    //该状态下的检测指令
                    WarningCheck();
                    break;

                //追击状态,朝着玩家跑去
                case MonsterState.CHASE:
                    if (!is_Running)
                    {
                        thisAnimator.SetTrigger("Run");
                        is_Running = true;
                    }
                    transform.Translate(Vector3.forward * Time.deltaTime * runSpeed);
                    //朝向玩家位置
                    targetRotation = Quaternion.LookRotation(playerUnit.transform.position - transform.position, Vector3.up);
                    transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed);
                    //该状态下的检测指令
                    ChaseRadiusCheck();
                    break;

                //返回状态,超出追击范围后返回出生位置
                case MonsterState.RETURN:
                    //朝向初始位置移动
                    targetRotation = Quaternion.LookRotation(initialPosition - transform.position, Vector3.up);
                    transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, turnSpeed);
                    transform.Translate(Vector3.forward * Time.deltaTime * runSpeed);
                    //该状态下的检测指令
                    ReturnCheck();
                    break;
            }
        }

        /// <summary>
        /// 原地呼吸、观察状态的检测
        /// </summary>
        void EnemyDistanceCheck()
        {
            diatanceToPlayer = Vector3.Distance(playerUnit.transform.position, transform.position);
            if (diatanceToPlayer < attackRange)
            {
                SceneManager.LoadScene("Battle");
            }
            else if (diatanceToPlayer < defendRadius)
            {
                currentState = MonsterState.CHASE;
            }
            else if (diatanceToPlayer < alertRadius)
            {
                currentState = MonsterState.WARN;
            }
        }

        /// <summary>
        /// 警告状态下的检测,用于启动追击及取消警戒状态
        /// </summary>
        void WarningCheck()
        {
            diatanceToPlayer = Vector3.Distance(playerUnit.transform.position, transform.position);
            if (diatanceToPlayer < defendRadius)
            {
                is_Warned = false;
                currentState = MonsterState.CHASE;
            }

            if (diatanceToPlayer > alertRadius)
            {
                is_Warned = false;
                RandomAction();
            }
        }

        /// <summary>
        /// 游走状态检测,检测敌人距离及游走是否越界
        /// </summary>
        void WanderRadiusCheck()
        {
            diatanceToPlayer = Vector3.Distance(playerUnit.transform.position, transform.position);
            diatanceToInitial = Vector3.Distance(transform.position, initialPosition);

            if (diatanceToPlayer < attackRange)
            {
                SceneManager.LoadScene("Battle");
            }
            else if (diatanceToPlayer < defendRadius)
            {
                currentState = MonsterState.CHASE;
            }
            else if (diatanceToPlayer < alertRadius)
            {
                currentState = MonsterState.WARN;
            }

            if (diatanceToInitial > wanderRadius)
            {
                //朝向调整为初始方向
                targetRotation = Quaternion.LookRotation(initialPosition - transform.position, Vector3.up);
            }
        }

        /// <summary>
        /// 追击状态检测,检测敌人是否进入攻击范围以及是否离开警戒范围
        /// </summary>
        void ChaseRadiusCheck()
        {
            diatanceToPlayer = Vector3.Distance(playerUnit.transform.position, transform.position);
            diatanceToInitial = Vector3.Distance(transform.position, initialPosition);

            if (diatanceToPlayer < attackRange)
            {
                SceneManager.LoadScene("Battle");
            }
            //如果超出追击范围或者敌人的距离超出警戒距离就返回
            if (diatanceToInitial > chaseRadius || diatanceToPlayer > alertRadius)
            {
                currentState = MonsterState.RETURN;
            }
        }

        /// <summary>
        /// 超出追击半径,返回状态的检测,不再检测敌人距离
        /// </summary>
        void ReturnCheck()
        {
            diatanceToInitial = Vector3.Distance(transform.position, initialPosition);
            //如果已经接近初始位置,则随机一个待机状态
            if (diatanceToInitial < 0.5f)
            {
                is_Running = false;
                RandomAction();
            }
        }

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  • 原文地址:https://www.cnblogs.com/ACBJTR/p/10808261.html
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