基於Unity3D的迴圈路徑的實現
阿新 • • 發佈:2019-02-12
廢話少說,直接上程式碼:
路徑指令碼
角色指令碼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
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); } }