【Unity】关于Waypoint的寻路

来源:互联网 发布:suse linux 网关 编辑:程序博客网 时间:2024/06/12 22:33

创建一个名为Path的C#脚本
<span style="font-size:24px;"><span style="font-size:24px;">using UnityEngine;using System.Collections;using System.Collections.Generic;public class Enemy : MonoBehaviour {    public float MoveSpeed = 3.0f;  //行走速度    private  Vector3 Target;  //目标位置    private float rotateSpeed = 5.0f; //旋转的速度    public Path path; //Path脚本    private List<Vector3> waypoints;   //列表存储waypoints    void Awake()    {        waypoints = new List<Vector3>(); //定义一个waypoint        for (int i = 0; i < path.WayPotins.Length; i++) //将Path路径的WayPoints全部数组元素存储到waypoints的列表里        {            waypoints.Add(path.WayPotins[i].position);                }        GetNextPoint();    }    void GetNextPoint()  //更新下一个waypoint    {        if (waypoints.Count > 0)  //如果当前waypoints里的个数大于0的情况下        {            Target = waypoints[0];  //Target就为waypoints的第一个元素            waypoints.RemoveAt(0); //到达目的地后就把当前waypoint列表的第一个元素给删除掉            //以达到更新Target位置的目的            print("路点为:"+waypoints.Count);        }    }//Use this for initializationvoid Start() {}//Update is called one per framevoid Update() {        bool reached = MoveToPoint(Target);        if (reached)        {            GetNextPoint();        }}    bool MoveToPoint(Vector3 point)  //定义一个布尔类型的移动到目标点的函数    {        float distance = Vector3.Distance(this.transform.position,point);        if (distance < 0.15f) //如果当前位置与目标位子小于0.15的话,就返回true        {            return true;        }        //设置当前目标的旋转为目标减去当前位置的方向        Quaternion wantedRot = Quaternion.LookRotation(point-this.transform.position);        //this.transform.rotation = wantedRot;        //控制旋转的插值运算        this.transform.rotation = Quaternion.Slerp(this.transform.rotation, wantedRot, rotateSpeed * Time.deltaTime);        //移动方向为单位向量        Vector3 dir = (point - this.transform.position).normalized;        this.transform.Translate(dir * MoveSpeed * Time.deltaTime, Space.World);        return false;//不然就默认返回false    }}</span></span>



0 0