绕过障碍物处理方式
1、获取运动数据using System.Collections;using System.Collections.Generic;using UnityEngine;/// <summary>/// 运动体 ,职责:定义运动数据/// </summary>public class Vehicle : MonoBehaviour{//操控对象
1、获取运动数据
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 运动体 ,职责:定义运动数据
/// </summary>
public class Vehicle : MonoBehaviour
{
//操控对象容器
[HideInInspector]
public Steering[] steerings;
//操控合力
protected Vector3 steeringForce;
//是否在平面
public bool isplane = true;
//质量
public float mass = 1f;
//加速度
protected Vector3 acceleratedSpeed;
//最高速度
public float maxSpeed;
//操控力的上线
public float maxForce;
[HideInInspector]
public Vector3 velocity;
//合力计算的间隔时间
public float intervalComputerForce = 0.2f;
public void Start()
{
//取得运动体上所有的操控对象
steerings = GetComponents<Steering>();
//按时间间隔计算操控合力
InvokeRepeating("ComputerFinalSteeringForce", 0, intervalComputerForce);
}
//计算合力
public void ComputerFinalSteeringForce()
{
steeringForce = Vector3.zero;
//循环所有的操控组件,产生操控合力(每个单一操控的叠加)
foreach (var item in steerings)
{
steeringForce += item.GetForce() * item.weight;
}
//控制操控力的上限
steeringForce=Vector3.ClampMagnitude(steeringForce, maxForce);
if (steeringForce == Vector3.zero)
{
velocity = Vector3.zero;
}
//根据质量计算运动算需要的加速度
acceleratedSpeed = steeringForce / mass;
}
}
2、处理运动数据
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 运动控制类
/// </summary>
public class LocomtionController : Vehicle
{
//转向速度
public float rorationSpeed = 0.5f;
//移动组件
[HideInInspector]
public CharacterController ch;
//动画组件
[HideInInspector]
public Animator anim;
//位移(操控力)
public void Start()
{
base.Start();
ch = GetComponent<CharacterController>();
anim = GetComponent<Animator>();
}
public void Update()
{
Movement();
Rotation();
PlayAnim();
}
public void Movement()
{
//当前速度+加速度
velocity += acceleratedSpeed * Time.deltaTime;
//当前速度不要超上限
if (velocity.magnitude > maxSpeed)
{
velocity = velocity.normalized * maxSpeed;
}
//是否是平面
if (isplane) velocity.y = 0;
//移动
if (ch != null)
{
ch.SimpleMove(velocity);
}
else
{
transform.position += velocity * Time.deltaTime;
}
}
//动画
public void PlayAnim()
{
if (anim != null)
{
}
}
//转向
public void Rotation()
{
if (velocity != Vector3.zero)
{
Quaternion targetRoration = Quaternion.LookRotation(velocity, Vector3.up);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRoration, rorationSpeed);
}
}
}
3、运动物体基类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 运动体
/// </summary>
public class Steering : MonoBehaviour
{
//目标
public Transform target;
public Vector3? targetPosition = null;
//希望速度
protected Vector3 expectationVelocity;
//最大速度(逃跑,徘徊的速度可能不同)
public float maxSpeed;
//运动体
public Vehicle m_vehicle;
//权重
public float weight=1;
public void Start()
{
m_vehicle = GetComponent<Vehicle>();
if (m_vehicle != null && maxSpeed == 0)
{
maxSpeed = m_vehicle.maxSpeed;
}
}
/// <summary>
/// 实现具体操控的算法
/// </summary>
/// <returns></returns>
public virtual Vector3 GetForce()
{
if (target != null)
{
targetPosition = target.position;
}
return Vector3.zero;
}
}
4、运动物体
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(LocomtionController))]
public class SteeingForColliderObstacle : Steering
{
//触角的长度
public float maxSeeAhead = 5f;
//障碍物所在的层
public LayerMask mask;
//推力的放大系数
public float expandRate = 10f;
//射线发射点
public Transform sendPos;
//碰撞物体的中心
public Transform PusnPos;
public void Start()
{
base.Start();
if (m_vehicle != null)
{
if (expandRate > m_vehicle.maxForce)
{
expandRate = m_vehicle.maxForce;
}
}
}
public override Vector3 GetForce()
{
base.GetForce();
expectationVelocity = Vector3.zero;
//检查障碍物(射线)
RaycastHit hit;
if (Physics.Raycast(sendPos.position, transform.forward,out hit, maxSeeAhead, mask))
{
//产生推力
expectationVelocity = hit.point - PusnPos.position;
//放大推力
expectationVelocity *= expandRate;
}
//形成实际的操控力(实际速度)
return expectationVelocity;
}
}
5、场景展示
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