unity路径跟随的算法

using UnityEngine;
using System.Collections;

public class EnemyMove : MonoBehaviour
{
    
    public Transform[] EnemyMovePoints;

    private float speed = 0.5f;
    private float mass = 1.0f;
    public bool isLoop = true;
    private float Radius = 10.0f;

    private float curSpeed;
    private int curPointIndex;
    private int pointsLenth;
    private Vector3 targetPoint;
    private Vector3 velocity;
    private Vector3[] points;



    public float Length
    {

        get { return points.Length; }
    }



    // Use this for initialization
    void Start()
    {
        points = new Vector3[EnemyMovePoints.Length];
        for (int i = 0; i < EnemyMovePoints.Length; i++)
        {
            points[i] = EnemyMovePoints[i].position;
        }


        pointsLenth = points.Length;
        curPointIndex = 0;
        velocity = transform.forward;
    }

    // Update is called once per frame
    void Update()
    {      
            curSpeed = speed + Time.deltaTime;

            targetPoint = GetPoints(curPointIndex);

            if (Vector3.Distance(transform.position, targetPoint) <= Radius)
            {
                if (curPointIndex <= pointsLenth - 1)
                    curPointIndex++;
                else return;
            }

            if (curPointIndex >= pointsLenth)
            {
            }
            else
            {
                if (curPointIndex == pointsLenth)
                {
                    velocity += Steer(targetPoint, true);
                }
                else
                    velocity += Steer(targetPoint);

                transform.position += velocity;
                transform.rotation = Quaternion.LookRotation(velocity);
            }
        
    }

    public Vector3 GetPoints(int index)
    {
        return points[index];
    }

    public Vector3 Steer(Vector3 target, bool isFinalPoint = false)
    {
        Vector3 desiredVelocity = (target - transform.position);
        float dist = desiredVelocity.sqrMagnitude;

        desiredVelocity.Normalize();

        if (isFinalPoint && dist < 10.0f) desiredVelocity *= (curSpeed * (dist / 10.0f));
        else desiredVelocity *= curSpeed;

        Vector3 steeringForce = desiredVelocity - velocity;
        Vector3 acceleration = steeringForce / mass;

        return acceleration;
    }


    
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值