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:
复制代码
    
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!
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