1. 程式人生 > >基於Unity3D的迴圈路徑的實現

基於Unity3D的迴圈路徑的實現

廢話少說,直接上程式碼:

路徑指令碼

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 + 0.1f);
		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
角色指令碼
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);
	}
}