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UnityLab/GameAI/Assets/Scripts/CrowAI.cs at edf8deaf24e0122dbcb864513dca380e9005dc74 · wjezxujian/UnityLab (github.com)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class OptimizedCrowAI : MonoBehaviour {

    public float speed = 3; // 移动速度
    public Vector3 velocity = Vector3.forward; // 初始速度
    private Vector3 startVelocity; // 初始速度备份
    public Transform target; // 目标位置

    public Vector3 sumForce = Vector3.zero; // 总力
    public float mass = 1; // 质量

    public float separationDistance = 3; // 分离距离
    public List<GameObject> separationNeighbors = new List<GameObject>(); // 分离邻居列表
    public float separationWeight = 1; // 分离力权重
    public Vector3 separationForce = Vector3.zero; // 分离力

    public float alignmentDistance = 6; // 对齐距离
    public List<GameObject> alignmentNeighbors = new List<GameObject>(); // 对齐邻居列表
    public float alignmentWeight = 1; // 对齐力权重
    public Vector3 alignmentForce = Vector3.zero; // 对齐力

    public float cohesionWeight = 1; // 凝聚力权重
    public Vector3 cohesionForce = Vector3.zero; // 凝聚力

    public float maxSpeed = 5; // 最大速度
    public float maxForce = 10; // 最大力

    public float checkInterval = 0.2f; // 检测间隔

    private Animation anim; // 动画组件

    private void Start() {
        target = GameObject.Find("Target").transform; // 获取目标位置
        startVelocity = velocity; // 备份初始速度
        InvokeRepeating("CalcForce", 0, checkInterval); // 定期计算力
        anim = GetComponentInChildren<Animation>(); // 获取动画组件
        Invoke("PlayAnim", Random.Range(0, 2f)); // 随机播放动画
    }

    void PlayAnim() {
        anim.Play(); // 播放动画
    }

    void CalcForce() {
        sumForce = Vector3.zero; // 重置总力

        separationForce = Vector3.zero; // 重置分离力
        alignmentForce = Vector3.zero; // 重置对齐力
        cohesionForce = Vector3.zero; // 重置凝聚力

        // 计算分离力
        separationNeighbors.Clear();
        Collider[] colliders = Physics.OverlapSphere(transform.position, separationDistance);
        foreach (Collider c in colliders) {
            if (c != null && c.gameObject != this.gameObject) {
                separationNeighbors.Add(c.gameObject);
            }
        }
        foreach (GameObject neighbor in separationNeighbors) {
            Vector3 dir = transform.position - neighbor.transform.position;
            separationForce += dir.normalized / dir.magnitude;
        }
        if (separationNeighbors.Count > 0) {
            separationForce *= separationWeight;
            sumForce += separationForce;
        }

        // 计算对齐力
        alignmentNeighbors.Clear();
        colliders = Physics.OverlapSphere(transform.position, alignmentDistance);
        foreach (Collider c in colliders) {
            if (c != null && c.gameObject != this.gameObject) {
                alignmentNeighbors.Add(c.gameObject);
            }
        }
        Vector3 avgDir = Vector3.zero;
        foreach (GameObject n in alignmentNeighbors) {
            avgDir += n.transform.forward;
        }
        if (alignmentNeighbors.Count > 0) {
            avgDir /= alignmentNeighbors.Count;
            alignmentForce = avgDir - transform.forward;
            alignmentForce *= alignmentWeight;
            sumForce += alignmentForce;
        }

        // 计算凝聚力
        if (alignmentNeighbors.Count > 0) {
            Vector3 center = Vector3.zero;
            foreach (GameObject n in alignmentNeighbors) {
                center += n.transform.position;
            }
            center /= alignmentNeighbors.Count;
            Vector3 dirToCenter = center - transform.position;
            cohesionForce += dirToCenter.normalized * velocity.magnitude;
            cohesionForce *= cohesionWeight;
            sumForce += cohesionForce;
        }

        // 保持恒定飞行速度的力
        Vector3 engineForce = velocity.normalized * startVelocity.magnitude;
        sumForce += engineForce * 0.1f;

        // 追逐目标的力
        Vector3 targetDir = target.position - transform.position;
        sumForce += (targetDir.normalized - transform.forward) * speed;

        // 限制总力的大小
        sumForce = Vector3.ClampMagnitude(sumForce, maxForce);
    }

    void Update() {
        // 计算加速度
        Vector3 acceleration = sumForce / mass;
        // 更新速度
        velocity += acceleration * Time.deltaTime;
        // 限制速度的大小
        velocity = Vector3.ClampMagnitude(velocity, maxSpeed);

        // 更新位置
        transform.position += velocity * Time.deltaTime;
        // 平滑旋转
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(velocity), Time.deltaTime * 2);
    }
}

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