创建一个名为Path的C#脚本
<span style="font-size:24px;"><span style="font-size:24px;">using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Enemy : MonoBehaviour {
public float MoveSpeed = 3.0f; //行走速度
private Vector3 Target; //目标位置
private float rotateSpeed = 5.0f; //旋转的速度
public Path path; //Path脚本
private List<Vector3> waypoints; //列表存储waypoints
void Awake()
{
waypoints = new List<Vector3>(); //定义一个waypoint
for (int i = 0; i < path.WayPotins.Length; i++) //将Path路径的WayPoints全部数组元素存储到waypoints的列表里
{
waypoints.Add(path.WayPotins[i].position);
}
GetNextPoint();
}
void GetNextPoint() //更新下一个waypoint
{
if (waypoints.Count > 0) //如果当前waypoints里的个数大于0的情况下
{
Target = waypoints[0]; //Target就为waypoints的第一个元素
waypoints.RemoveAt(0); //到达目的地后就把当前waypoint列表的第一个元素给删除掉
//以达到更新Target位置的目的
print("路点为:"+waypoints.Count);
}
}
//Use this for initialization
void Start()
{
}
//Update is called one per frame
void Update()
{
bool reached = MoveToPoint(Target);
if (reached)
{
GetNextPoint();
}
}
bool MoveToPoint(Vector3 point) //定义一个布尔类型的移动到目标点的函数
{
float distance = Vector3.Distance(this.transform.position,point);
if (distance < 0.15f) //如果当前位置与目标位子小于0.15的话,就返回true
{
return true;
}
//设置当前目标的旋转为目标减去当前位置的方向
Quaternion wantedRot = Quaternion.LookRotation(point-this.transform.position);
//this.transform.rotation = wantedRot;
//控制旋转的插值运算
this.transform.rotation = Quaternion.Slerp(this.transform.rotation, wantedRot, rotateSpeed * Time.deltaTime);
//移动方向为单位向量
Vector3 dir = (point - this.transform.position).normalized;
this.transform.Translate(dir * MoveSpeed * Time.deltaTime, Space.World);
return false;//不然就默认返回false
}
}</span></span>