Unity : 一个智能炮台,它将攻击任何出现在其前方30度范围内,距离在10米之内的敌人。其AI脚本如下
using UnityEngine;
using System.Collections;
//例子:一个炮台,炮台的旋转范围在各个方向上为 60度,攻击距离为 10,
//制作一个炮台的AI,当目标在攻击范围内时,炮台旋转指向目标
public class Test : MonoBehaviour {
private Transform myTransform;
//目标对象,自行获取
public Transform targetTransform;
public float rotationAngle = 60; //炮台攻击角度范围为 60 度
// Use this for initialization
void Start () {
myTransform = transform;
}
// Update is called once per frame
void Update () {
//判断目标是否在攻击距离之内, 距离大于10退出
if (Vector3.Distance(targetTransform.position, myTransform.position) > 10)
{
return;
}
//计算向量,目标坐标 - 炮台自身坐标
Vector3 vec = targetTransform.position - myTransform.position;
//将向量转换为 四元素即旋转值
Quaternion rota = Quaternion.LookRotation(vec);
//计算 rota 与 自身旋转角度 的夹角,在此炮台的默认旋转设置为 Quaternion.identity
float angle = Quaternion.Angle(rota, Quaternion.identity);
//如果角度小于炮台可旋转范围的 一半则旋转炮台,否则退出
if (angle < rotationAngle * 0.5f)
{
//通过插值方法缓冲旋转
myTransform.rotation = Quaternion.Lerp(myTransform.rotation, rota, 0.2f);
Debug.DrawLine(myTransform.position, targetTransform.position, Color.red);
}
else
{
return;
}
#region
/*
//将攻击范围在Scene下绘制出来
for (int i = 0; i <= rotationAngle * 0.5f; i+= 5)
{
for (int j = 0; j <= rotationAngle * 0.5f; j+= 5)
{
for (int k = 0; k <= rotationAngle * 0.5f; k+= 5)
{
//计算攻击角度范围内的四元素即旋转值
Quaternion r0 = Quaternion.Euler(Quaternion.identity.eulerAngles.x - i, Quaternion.identity.eulerAngles.y - j, Quaternion.identity.eulerAngles.z);
Quaternion r1 = Quaternion.Euler(Quaternion.identity.eulerAngles.x + i, Quaternion.identity.eulerAngles.y + j, Quaternion.identity.eulerAngles.z);
//计算该旋转方向上的最远点的坐标, 自身坐标加上 旋转 乘以 距离
Vector3 f1 = myTransform.position + (r0 * Vector3.forward) * 10; //myTransform.forward transform.TransformDirection(
Vector3 f2 = myTransform.position + (r1 * Vector3.forward) * 10;
Debug.DrawLine(myTransform.position, f1, Color.yellow);
Debug.DrawLine(myTransform.position, f2, Color.yellow);
Quaternion r3 = myTransform.rotation;
Quaternion r4 = Quaternion.Euler(Quaternion.identity.eulerAngles.x - i, Quaternion.identity.eulerAngles.y + j, Quaternion.identity.eulerAngles.z);
Quaternion r5 = Quaternion.Euler(Quaternion.identity.eulerAngles.x + i, Quaternion.identity.eulerAngles.y - j, Quaternion.identity.eulerAngles.z);
Vector3 f4 = myTransform.position + (r4 * Vector3.forward) * 10; //myTransform.forward transform.TransformDirection(
Vector3 f5 = myTransform.position + (r5 * Vector3.forward) * 10;
Debug.DrawLine(myTransform.position, f4, Color.yellow);
Debug.DrawLine(myTransform.position, f5, Color.yellow);
}
}
}
* */
#endregion
}
}