【发布时间】:2020-12-01 23:31:08
【问题描述】:
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.AI;
public class Waypoints : UnityEngine.MonoBehaviour
{
public List<Transform> waypoints = new List<Transform>();
public float movementSpeed = 5.0f;
public float slowdownSpeed = 1f;
public float rotationSpeed = 2.0f;
public float waypointDistance = 0.1f;
public float slowdownDistance = 7f;
public bool moveBackward = false;
public bool moveLoop = false;
public bool includeTransformPosition = false;
private Transform targetWaypoint;
private int targetWaypointIndex = 0;
private int lastWaypointIndex;
private bool includeTransform = true;
private GameObject go;
// Use this for initialization
void Start()
{
go = new GameObject();
go.transform.position = transform.position;
if (moveBackward && waypoints.Count > 2)
{
lastWaypointIndex = 0;
targetWaypoint = waypoints[waypoints.Count - 1];
}
else
{
lastWaypointIndex = waypoints.Count - 1;
targetWaypoint = waypoints[targetWaypointIndex]; //Set the first target waypoint at the start so the enemy starts moving towards a waypoint
}
}
// Update is called once per frame
void Update()
{
if (includeTransformPosition && includeTransform)
{
waypoints.Insert(0,go.transform);
includeTransform = false;
}
else
{
if (includeTransformPosition == false)
{
waypoints.Remove(go.transform);
includeTransform = true;
}
}
float movementStep = movementSpeed * Time.deltaTime;
float rotationStep = rotationSpeed * Time.deltaTime;
Vector3 directionToTarget = targetWaypoint.position - transform.position;
Quaternion rotationToTarget = Quaternion.LookRotation(directionToTarget);
transform.rotation = Quaternion.Slerp(transform.rotation, rotationToTarget, rotationStep);
float distance = Vector3.Distance(transform.position, targetWaypoint.position);
CheckDistanceToWaypoint(distance);
if(slowdownDistance < 7f)
{
movementSpeed -= movementSpeed * Time.deltaTime;
}
transform.position = Vector3.MoveTowards(transform.position, targetWaypoint.position, movementStep);
}
void CheckDistanceToWaypoint(float currentDistance)
{
if (currentDistance <= waypointDistance)
{
targetWaypointIndex++;
UpdateTargetWaypoint();
}
}
void UpdateTargetWaypoint()
{
if (targetWaypointIndex > lastWaypointIndex)
{
targetWaypointIndex = 0;
}
targetWaypoint = waypoints[targetWaypointIndex];
}
}
在这部分我试图减慢移动速度,但它根本没有改变速度:
if(slowdownDistance < 7f)
{
movementSpeed -= movementSpeed * Time.deltaTime;
}
当变换开始移动时我正在尝试做的是将速度缓慢增加到某个恒定速度,然后当变换越来越接近航点时,如果距离小于 7,则将速度降低到 0 所以对象将停在路点处,然后在 X 秒后将变换移回变换原始位置(go.transform),并以相同的递增递减速度移动。
但我什至无法进行第一次简单的减速。
【问题讨论】: