waypoint——使物體按著既定的路線運動
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class WaypointCircuit : MonoBehaviour
{
public WaypointList waypointList = new WaypointList();
[SerializeField] bool smoothRoute = true;
int numPoints;
Vector3[] points;
float [] distances;
public float editorVisualisationSubsteps = 100;
public float Length { get; private set; }
public Transform[] Waypoints { get { return waypointList.items; } }
//this being here will save GC allocs
int p0n;
int p1n;
int p2n;
int p3n;
private float i;
Vector3 P0;
Vector3 P1;
Vector3 P2;
Vector3 P3;
// Use this for initialization
void Awake()
{
if (Waypoints.Length > 1)
{
CachePositionsAndDistances();
}
numPoints = Waypoints.Length;
}
public RoutePoint GetRoutePoint(float dist)
{
// position and direction
Vector3 p1 = GetRoutePosition(dist);
Vector3 p2 = GetRoutePosition(dist + 0.1 f);
Vector3 delta = p2 - p1;
return new RoutePoint(p1, delta.normalized);
}
public Vector3 GetRoutePosition(float dist)
{
int point = 0;
if (Length == 0)
{
Length = distances[distances.Length - 1];
}
dist = Mathf.Repeat(dist, Length);
while (distances[point] < dist) { ++point; }
// get nearest two points, ensuring points wrap-around start & end of circuit
p1n = ((point - 1) + numPoints) % numPoints;
p2n = point;
// found point numbers, now find interpolation value between the two middle points
i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist);
if (smoothRoute)
{
// smooth catmull-rom calculation between the two relevant points
// get indices for the surrounding 2 points, because
// four points are required by the catmull-rom function
p0n = ((point - 2) + numPoints) % numPoints;
p3n = (point + 1) % numPoints;
// 2nd point may have been the 'last' point - a dupe of the first,
// (to give a value of max track distance instead of zero)
// but now it must be wrapped back to zero if that was the case.
p2n = p2n % numPoints;
P0 = points[p0n];
P1 = points[p1n];
P2 = points[p2n];
P3 = points[p3n];
return CatmullRom(P0, P1, P2, P3, i);
}
else
{
// simple linear lerp between the two points:
p1n = ((point - 1) + numPoints) % numPoints;
p2n = point;
return Vector3.Lerp(points[p1n], points[p2n], i);
}
}
Vector3 CatmullRom(Vector3 _P0, Vector3 _P1, Vector3 _P2, Vector3 _P3, float _i)
{
// comments are no use here... it's the catmull-rom equation.
// Un-magic this, lord vector!
return 0.5f * ((2 * _P1) + (-_P0 + _P2) * _i + (2 * _P0 - 5 * _P1 + 4 * _P2 - _P3) * _i * _i + (-_P0 + 3 * _P1 - 3 * _P2 + _P3) * _i * _i * _i);
}
void CachePositionsAndDistances()
{
// transfer the position of each point and distances between points to arrays for
// speed of lookup at runtime
points = new Vector3[Waypoints.Length + 1];
distances = new float[Waypoints.Length + 1];
float accumulateDistance = 0;
for (int i = 0; i < points.Length; ++i)
{
var t1 = Waypoints[(i) % Waypoints.Length];
var t2 = Waypoints[(i + 1) % Waypoints.Length];
if (t1 != null && t2 != null)
{
Vector3 p1 = t1.position;
Vector3 p2 = t2.position;
points[i] = Waypoints[i % Waypoints.Length].position;
distances[i] = accumulateDistance;
accumulateDistance += (p1 - p2).magnitude;
}
}
}
void OnDrawGizmos()
{
DrawGizmos(false);
}
void OnDrawGizmosSelected()
{
DrawGizmos(true);
}
void DrawGizmos(bool selected)
{
waypointList.circuit = this;
if (Waypoints.Length > 1)
{
numPoints = Waypoints.Length;
CachePositionsAndDistances();
Length = distances[distances.Length - 1];
Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f);
Vector3 prev = Waypoints[0].position;
if (smoothRoute)
{
for (float dist = 0; dist < Length; dist += Length / editorVisualisationSubsteps)
{
Vector3 next = GetRoutePosition(dist + 1);
Gizmos.DrawLine(prev, next);
prev = next;
}
Gizmos.DrawLine(prev, Waypoints[0].position);
}
else
{
for (int n = 0; n < Waypoints.Length; ++n)
{
Vector3 next = Waypoints[(n + 1) % Waypoints.Length].position;
Gizmos.DrawLine(prev, next);
prev = next;
}
}
}
}
[System.Serializable]
public class WaypointList
{
public WaypointCircuit circuit;
public Transform[] items = new Transform[0];
}
public struct RoutePoint
{
public Vector3 position;
public Vector3 direction;
public RoutePoint(Vector3 position, Vector3 direction)
{
this.position = position;
this.direction = direction;
}
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(WaypointCircuit.WaypointList))]
public class WaypointListDrawer : PropertyDrawer
{
float lineHeight = 18;
float spacing = 4;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
float x = position.x;
float y = position.y;
float inspectorWidth = position.width;
// Draw label
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
var items = property.FindPropertyRelative("items");
string[] titles = new string[] { "Transform", "", "", "" };
string[] props = new string[] { "transform", "^", "v", "-" };
float[] widths = new float[] { .7f, .1f, .1f, .1f };
float lineHeight = 18;
bool changedLength = false;
if (items.arraySize > 0)
{
for (int i = -1; i < items.arraySize; ++i)
{
var item = items.GetArrayElementAtIndex(i);
float rowX = x;
for (int n = 0; n < props.Length; ++n)
{
float w = widths[n] * inspectorWidth;
// Calculate rects
Rect rect = new Rect(rowX, y, w, lineHeight);
rowX += w;
if (i == -1)
{
EditorGUI.LabelField(rect, titles[n]);
}
else
{
if (n == 0)
{
EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof(Transform), true);
}
else
{
if (GUI.Button(rect, props[n]))
{
switch (props[n])
{
case "-":
items.DeleteArrayElementAtIndex(i);
items.DeleteArrayElementAtIndex(i);
changedLength = true;
break;
case "v":
if (i > 0) items.MoveArrayElement(i, i + 1);
break;
case "^":
if (i < items.arraySize - 1) items.MoveArrayElement(i, i - 1);
break;
}
}
}
}
}
y += lineHeight + spacing;
if (changedLength)
{
break;
}
}
}
else
{
// add button
var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1] * inspectorWidth, y, widths[widths.Length - 1] * inspectorWidth, lineHeight);
if (GUI.Button(addButtonRect, "+"))
{
items.InsertArrayElementAtIndex(items.arraySize);
}
y += lineHeight + spacing;
}
// add all button
var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
if (GUI.Button(addAllButtonRect, "Assign using all child objects"))
{
var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
var children = new Transform[circuit.transform.childCount];
int n = 0; foreach (Transform child in circuit.transform) children[n++] = child;
System.Array.Sort(children, new TransformNameComparer());
circuit.waypointList.items = new Transform[children.Length];
for (n = 0; n < children.Length; ++n)
{
circuit.waypointList.items[n] = children[n];
}
}
y += lineHeight + spacing;
// rename all button
var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order"))
{
var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
int n = 0; foreach (Transform child in circuit.waypointList.items) child.name = "Waypoint " + (n++).ToString("000");
}
y += lineHeight + spacing;
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
SerializedProperty items = property.FindPropertyRelative("items");
float lineAndSpace = lineHeight + spacing;
return 40 + (items.arraySize * lineAndSpace) + lineAndSpace;
}
// comparer for check distances in ray cast hits
public class TransformNameComparer : IComparer
{
public int Compare(object x, object y)
{
return ((Transform)x).name.CompareTo(((Transform)y).name);
}
}
}
#endif
指令碼掛在空物體上,空物體下有四個立方體,可以把元件去掉只剩下transform元件,四個在不同位置,
點選“Assign using all child objects”,使之自動獲取到下面的子物體,(如果獲取不到,看看是四個位置相同)
圓柱是運動的物體,它上面同樣要掛一個跟隨指令碼
using UnityEngine;
using System.Collections;
public class Follow : MonoBehaviour
{
// 路徑指令碼
[SerializeField]
private WaypointCircuit circuit;
//移動距離
private float dis;
//移動速度
private float speed;
// Use this for initialization
void Start()
{
dis = 0;
speed = 10;
}
// Update is called once per frame
void Update()
{
//計算距離
dis += Time.deltaTime * speed;
//獲取相應距離在路徑上的位置座標
transform.position = circuit.GetRoutePoint(dis).position;
//獲取相應距離在路徑上的方向
transform.rotation = Quaternion.LookRotation(circuit.GetRoutePoint(dis).direction);
}
}
點選執行後即可看到圓柱在一圈一圈的繞著軌跡行走、
如果想要更好的效果,需要更細緻的設定,另外不適合動態生成障礙物的情況,也不適合地形複雜的情況
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