1.控制朝向transform.LookAt(target.transform);
2.實(shí)現(xiàn)跟隨,逐漸靠近
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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,這里是向量相減
}
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3.對(duì)2進(jìn)行優(yōu)化,提供一個(gè)更簡(jiǎn)單的方法
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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);
}
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4.實(shí)現(xiàn)接近目標(biāo)時(shí)通過(guò)減速改善到達(dá)行為
將2中的Seek替換如下:
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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;
}
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5.實(shí)現(xiàn)和目標(biāo)之間保持一定的距離
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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); //這個(gè)是用上面的函數(shù)
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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