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WayPoint寻路

Posted on 2015-08-08 15:37  greyhh  阅读(1940)  评论(0编辑  收藏  举报

寻路在游戏开发中的重要性,不用多说了。从大型ARPG游戏到小规模体验游戏,都会不同程度的用到寻路功能。

塔防类游戏,战棋类游戏经常用到waypoint(路径)寻路。

下面我们来介绍一下waypoint寻路。

1.Path(路径)的设计。

图中每一个蓝色的Cube表示一个路径点(WayPoint),由7个waypoint构成path;

       

Path.cs代码如下:

using UnityEngine;
using System.Collections;

public class Path : MonoBehaviour {
    public WayPoint[] wayPoints;
    public ArrayList points;   //存储wayPoints的transform.position属性

    // Use this for initialization
      void Awake()
    {
        //print("path");
        points = new ArrayList();
        for (int i = 0; i < wayPoints.Length; i++)
        {
            points.Add(wayPoints[i].transform.position);
        }
    }

    //判断是否有下一个路径点
    public bool HasNextPoint()
    {
        //points实例化过,并且存在N个路径点
        if (points!=null && points.Count>0)
        {
            return true;
        }
        return false;
    }

    public Vector3 GetNextPoint()
    {
        if (points!=null && points.Count>0)
        {
            Vector3 p=(Vector3)points[0];
            points.RemoveAt(0);
            return p;
        }
        return Vector3.zero;
    }
}

为需要移动的物体或者人物创建WayPointAI

WayPointAI代码如下

using UnityEngine;
using System.Collections;

public class WayPointAI : MonoBehaviour
{
    public Path path;
    private Vector3 pos;
    private float rotateSpeed = 10f;
    private float moveSpeed = 5f; 
    // Use this for initialization
    void Start()
    {
        if (path!=null && path.HasNextPoint())
        {
            pos = path.GetNextPoint();
        }
    }

    // Update is called once per frame
    void Update()
    {
        bool reached = MoveToTarget(pos);
        if (reached==true && path!=null && path.HasNextPoint())
        {
            pos = path.GetNextPoint();
        }
    }
    bool MoveToTarget(Vector3 point)
    {
        //只在XZ平面上移动,消除鼠标点击对Y轴的偏移,保持transform.y
        Vector3 pointR = new Vector3(point.x, transform.position.y, point.z);
        //Quaternion插值 物体朝向目标点平缓转向
        Quaternion wantedRot = Quaternion.LookRotation(pointR - transform.position);
        transform.rotation = Quaternion.Lerp(transform.rotation, wantedRot, rotateSpeed * Time.deltaTime);
        //使用插值当物体到达目标点以后,会有抖动现象,在point处消除抖动
        float distance = Vector3.Distance(pointR, transform.position);
        if (distance < 0.05f)
        {
            return true;    //到达point
        }
        //向目标点移动
        Vector3 direction = (pointR - transform.position).normalized;
        transform.Translate(direction * moveSpeed * Time.deltaTime, Space.World);
        return false;
    }

}