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  • Unity3D 实现怪物巡逻、按路线行走操作

    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:

    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:

    然后我们使用 ITweenEditor 编辑场景中角色的行进路线,如下图:

    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:

    最后运行游戏,就可以看到角色在场景中按线路行走了!

    原文链接:http://www.omuying.com/article/43.aspx

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  • 原文地址:https://www.cnblogs.com/snipen/p/4030125.html
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