标签:des blog http io os ar 使用 for sp
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
标签:des blog http io os ar 使用 for sp
原文地址:http://www.cnblogs.com/snipen/p/4030125.html