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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

Unity3D 实现怪物巡逻、按路线行走操作