自定義OffMeshLink跳躍曲線


 

upload_2015-3-25_13-57-30.png 

很多時候我們需要做類似上圖的OffMeshLink的跳躍功能,並方便添加跳躍動畫,Unity本身沒提供,但是有官方的案例提供了方法,很多人沒找到,故貼出來

原鏈接:https://github.com/Unity-Technologies/NavMeshComponents/blob/master/Assets/Examples/Scripts/AgentLinkMover.cs

我在它的基礎上添加了兩個多播委托及快速轉向(紅字顯示),用來檢測跳躍開始及結束,方便用來做跳躍動畫的,而且NavMeshAgentde轉速太慢,我添加一個快速轉向到落地點的方法。

用不到的就用原版吧。

using UnityEngine;
using System.Collections;
using UnityEngine.AI;

public enum OffMeshLinkMoveMethod
{
    Teleport,
    NormalSpeed,
    Parabola,
    Curve
}

[RequireComponent(typeof(NavMeshAgent))]
public class AgentLinkMover : MonoBehaviour
{
    public OffMeshLinkMoveMethod method = OffMeshLinkMoveMethod.Parabola;
    public AnimationCurve curve = new AnimationCurve();
    public float CurveTime = .5f;
    public float FaceTime = .1f;

    public delegate void OnStartEvent();
    public event OnStartEvent OnStart;
    public delegate void OnCompleteEvent ();
    public event OnCompleteEvent OnComplete;

    IEnumerator Start()
    {
        NavMeshAgent agent = GetComponent<NavMeshAgent>();
        agent.autoTraverseOffMeshLink = false;
        while (true)
        {
            if (agent.isOnOffMeshLink)
            {                
                yield return StartCoroutine (FaceToTarget (agent, FaceTime));
                if (method == OffMeshLinkMoveMethod.NormalSpeed)
                    yield return StartCoroutine(NormalSpeed(agent));
                else if (method == OffMeshLinkMoveMethod.Parabola)
                    yield return StartCoroutine(Parabola(agent, 2.0f, 0.5f));
                else if (method == OffMeshLinkMoveMethod.Curve)
                    yield return StartCoroutine(Curve(agent, CurveTime));
                agent.CompleteOffMeshLink();
                agent.updateRotation = true; OnComplete ();
            }
            yield return null;
        }
    }

    IEnumerator FaceToTarget(NavMeshAgent agent,float duration){
        agent.updateRotation = false;
        OffMeshLinkData data = agent.currentOffMeshLinkData;
        Quaternion startRotation = agent.transform.rotation;
        Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
        var endRotation = Quaternion.LookRotation (new Vector3 (endPos.x - agent.transform.position.x, 0, endPos.z - transform.position.z));
        float normalizedTime = 0.0f;
        while (normalizedTime < 1.0f)
        {
            agent.transform.rotation = Quaternion.Slerp(startRotation ,endRotation ,normalizedTime);
            normalizedTime += Time.deltaTime / duration;
            yield return null; } OnStart (); }

    IEnumerator NormalSpeed(NavMeshAgent agent)
    {
        OffMeshLinkData data = agent.currentOffMeshLinkData;
        Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
        while (agent.transform.position != endPos)
        {
            agent.transform.position = Vector3.MoveTowards(agent.transform.position, endPos, agent.speed * Time.deltaTime);
            yield return null;
        }
    }
    IEnumerator Parabola(NavMeshAgent agent, float height, float duration)
    {
        OffMeshLinkData data = agent.currentOffMeshLinkData;
        Vector3 startPos = agent.transform.position;
        Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
        float normalizedTime = 0.0f;
        while (normalizedTime < 1.0f)
        {
            float yOffset = height * 4.0f * (normalizedTime - normalizedTime * normalizedTime);
            agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
            normalizedTime += Time.deltaTime / duration;
            yield return null;
        }
    }
    IEnumerator Curve(NavMeshAgent agent, float duration)
    {
        OffMeshLinkData data = agent.currentOffMeshLinkData;
        Vector3 startPos = agent.transform.position;
        Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
        float normalizedTime = 0.0f;
        while (normalizedTime < 1.0f)
        {
            float yOffset = curve.Evaluate(normalizedTime);
            agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
            normalizedTime += Time.deltaTime / duration;
            yield return null;
        }
    }
}

 

用法,附着到NavMeshAgent物體上,選擇需要的移動方式即可,然后搭配一下代碼食用更佳:

AgentLinkMover mover = GetComponent<AgentLinkMover>();
mover.OnStart += () => print("start");
mover.OnComplete += () => print("complete");

 


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