1. Unity简单AI编写
由于这次介绍的AI很简单,代码直接贴上,AI分成四个状态:思考,转身,移动,攻击,这里只是初步实现,所以想实现简单点的操作,就像自动范围内随机移动,锁敌攻击,超出距离复位,近距离察觉等。
- Enemy_AI.js
- private var Regression : Vector3;
- public var Player_Prefab : Transform;
- public var Enemy_State : String;
- public var Doing : boolean = true;
- public var Range : float = 4.0;
- public var Bullet : Transform;
- public var Bullet_Prefab : Transform;
- //初始化敌人方向和位置
- function Start()
- {
- transform.localEulerAngles.y = Random.value * 360;
- Regression = transform.position;
- }
- //敌人行动模式
- public var Thinking : boolean = true;
- public var Thinking_Time : float = 1.0;
- private var relativePos : Vector3;
- private var rotation : Quaternion;
- public var Facing : boolean = false;
- public var Facing_Time : float = 2.0;
- public var Facing_Speed : float = 2.0;
- public var Moving : boolean = false;
- public var Moving_Speed : float = 0.5;
- public var Moving_Time : float = 4.0;
- public var Moving_Back : boolean = false;
- public var Attacking : boolean = false;
- private var Bullet_DO : boolean = true;
- public var Bullet_CD : float = 0.2;
- //随机移动方位
- private var R_Position : Vector3;
- function Update ()
- {
- if(Attacking)
- {
- Enemy_State = "Attacking";
- Facing = true;
- Moving = true;
- //Doing = true;
- Thinking = false;
- var dist2 = Vector3.Distance(Regression, transform.position);
- if(dist2 > 20)
- {
- relativePos = Regression - transform.position;
- rotation = Quaternion.LookRotation(relativePos);
- Attacking = false;
- Moving_Back = true;
- }
- }
- if(!Moving_Back)
- {
- var dist = Vector3.Distance(Player_Prefab.position, transform.position);
- if(dist > 100)
- {
- Attacking = false;
- return;
- }
- else if(dist < 5)
- {
- Attacking = true;
- }
- RayJudge();
- }
- transform.localEulerAngles.x = 0;
- transform.localEulerAngles.z = 0;
- if(Thinking && !Attacking && !Moving_Back)
- {
- Enemy_State = "Thinking";
- if(Doing)
- {
- StartCoroutine(Think(Thinking_Time));
- Doing = false;
- }
- }
- if(Facing)
- {
- Enemy_State = "Facing";
- if(Attacking)
- {
- relativePos = Player_Prefab.position - transform.position;
- rotation = Quaternion.LookRotation(relativePos);
- transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Facing_Speed * 4);
- }
- else if(Moving_Back)
- {
- transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Facing_Speed * 4);
- }
- else
- {
- transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Facing_Speed);
- if(Doing)
- {
- StartCoroutine(Face(Facing_Time));
- Doing = false;
- }
- }
- }
- if(Moving)
- {
- Enemy_State = "Moving";
- if(Moving_Back)
- {
- transform.Translate(Vector3.forward * Time.deltaTime * Moving_Speed * 6);
- }
- else if(dist > 2)
- {
- if(Attacking)
- {
- transform.Translate(Vector3.forward * Time.deltaTime * Moving_Speed * 4);
- }
- else
- {
- transform.Translate(Vector3.forward * Time.deltaTime * Moving_Speed);
- }
- }
- if(Doing && !Attacking)
- {
- StartCoroutine(Move(Moving_Time));
- Doing = false;
- }
- }
- }
- //前方锁敌
- function RayJudge()
- {
- var layerMask = 1 << 2;
- layerMask = ~layerMask;
- var hit : RaycastHit;
- if(Physics.Raycast (transform.position, transform.TransformDirection(Vector3.forward), hit, 20,layerMask))
- {
- var distanceToForward = hit.distance;
- if(hit.transform.tag == "Player")
- {
- Attacking = true;
- if(Bullet_DO)
- {
- var Create = Instantiate (Bullet_Prefab, Bullet.position, Quaternion.identity);
- Create.rigidbody.AddForce (Bullet.forward * 1000);
- StartCoroutine(Wait(Bullet_CD));
- Bullet_DO = false;
- }
- }
- }
- }
- function Wait(waitTime : float)
- {
- yield WaitForSeconds (waitTime);
- Bullet_DO = true;
- }
- function Move(waitTime : float)
- {
- print("Move");
- if(Moving_Back)
- {
- yield WaitForSeconds (waitTime * 0.4);
- }
- else
- {
- yield WaitForSeconds (waitTime + Random.value * 2);
- }
- Thinking = true;
- Moving_Back = false;
- Moving = false;
- Facing = false;
- Doing = true;
- }
- function Face(waitTime : float)
- {
- print("Face");
- yield WaitForSeconds (waitTime + Random.value);
- Facing = false;
- Thinking = false;
- Moving = true;
- Doing = true;
- }
- function Think(waitTime : float)
- {
- print("Thinking");
- yield WaitForSeconds (waitTime + Random.value);
- R_Position = Regression + Random.insideUnitSphere * Range;
- R_Position.y = Regression.y;
- relativePos = R_Position - transform.position;
- rotation = Quaternion.LookRotation(relativePos);
- Thinking = false;
- Moving = false;
- Facing = true;
- Doing = true;
- }
工程截图(这里是9个拿枪的敌人- - 蓝色为控制角色,WASD控制行动)
2.Unity学习过程中的一些细节分析
1.获取位置坐标:当你translate.position获取的不是物体在世界的坐标时可以试试translate. localRotation
2.改变旋转角度:这里多半是用translate.localRotation= Quaternion.Euler(x,y,z);
3.如何更改鼠标指针图片,这也是羽化以后可能遇到的问题,这里只能简单分析下,首先把鼠标默认指针隐藏掉Screen.showCursor=flase;再用个粒子或者图片代替,具体位置可以用Camera.main.ScreenToWorldPoint()和Input.mousePosition获得。但有个问题就产生了,UI会遮挡鼠标,鼠标图片用UI代替总感觉不妥。。。所以羽化还没想出解决方法- -
4.有关过场Loading的制作,一张图片还好说,换个Scene或者写个UI都能解决,动态Loading的是用Application.LoadLevelAsync可以达到效果,或者是预加载,具体可以看看羽化无缝地图研究博文里面的一个别墅例子。
5.也许有一天你也会遇到脚本用C#编写时遇到一些莫名其妙的错误,所以这里羽化建议动态脚本命令最好用js写。