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1.控制朝向transform.LookAt(target.transform); 2.实现跟随,逐渐靠...

 有趣的永 2015-08-23
1.控制朝向transform.LookAt(target.transform);

2.实现跟随,逐渐靠近



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GameObject player;


float MAX_MOVE_DISTANCE=500.0f;

void FixedUpdate()


{


     float moveDistance=MAX_MOVE_DISTANCE*Time.deltaTime;


     Vector3 source=transform.position;


     Vector3 target=player.transform.position;


     Vector3 seekVelocity=Seek(source,target,moveDistance);


    seekVelocity=UsefulFunctions.ClampMagnitude(seekVelocity,moveDistance);


     rigidbody.AddForce(seekVelocity,ForceMode.VelocityChange)


}

Vector3 Seek(Vector3 source,Vector3 target,float moveDistance)


{


        Vector3 directionToTarget=Vector3.Normalize(target-source);


        Vector3  VelocityToTarget=moveDistance*directionToTarget;


        transform.LookAt(player.transform);


        return velocityToTarget-rigidbody.velocity;  //注意,这里是向量相减


}






3.对2进行优化,提供一个更简单的方法



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Transform player;


float speed=5.0f;



void Update()


{


        transform.LookAt(player);


        float distance=speed*Time.deltaTime;


        Vector3 source=transform.position;


        Vector3 target=player.position;


        transform.position=Vector3.MoveTowards(source,target,distance);


}



4.实现接近目标时通过减速改善到达行为


将2中的Seek替换如下:



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float DECELERATION_FACTOR=0.6f;



Vector3 Arrive(Vector3 source,Vector3 target)


{


       float distanceToTarget=Vector3.Distance(source,target);


       Vector3 directionToTarget=Vector3.Normalize(target-source);


        float speed=distanceToTarget/DECELERATION_FACTOR;


        Vector3 velocityToTarget=speed*directionToTarget;


        return velocityToTarget-rigidbody.velocity;


}





5.实现和目标之间保持一定的距离


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float DECELERATION_FACTOR=0.6f;


float FLEE_RADIUS=14f;


float SEEK_RADIUS=6f;



Vector3 adjustVelocity=Vector3.zero;


float distanceToTarget=Vector3.Distance(target,source);


if(distanceToTarget<FLEE_RADIUS)


   adjustVelocity+=Flee(source,target);


if(distanceToTarget>SEEK_RADIUS)


   adjustVelocity+=Arrive(source,target);  //这个是用上面的函数

private Vector3 Flee(Vector3 source, Vector3 target)


{


        float distanceToTarget=Vector3.Distance(target,source);


        Vector3 directionAwayFromTarget=Vector3.Normalize(source-target);


        float speed=(FLEE_RADIUS-distanceToTarget)/DECELERATION_FACTOR;


        Vector3 velocityAwayFromTarget=speed*directionAwayFromTarget;


        return velocityAwayFromTarget;


}







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