Unity3D AI人工智能(坦克模型自动寻怪,自动追击)

功能:

1,坦克自动旋转炮管,自动瞄准
2,在坦克的射程之内自动开炮
3,坦克自动向你追击


var Enemy_tank: GameObject; //定义坦克  
var firepoint: Transform; //定义开火点  
var bullet: Rigidbody; //定义子弹  
var bullspeed: int=50; //定义子弹速度  
var attackRange = 100.0; //定义距离  
var target : Transform;//定义共计目标  
//static var value : float ;  
private var cun_time: int=0;  
function Start () //初始化目标  
{  
  if (target == null && GameObject.FindWithTag("hero")) target = GameObject.FindWithTag("hero").transform;  
}  
function Update ()   
{  
//Tank Fire  
// cun_time++;  
// if(cun_time==260)  
// {   
// var clone : Rigidbody;  
// clone = Instantiate(bullet, firepoint.transform.position, firepoint.transform.rotation);  
// clone.velocity = transform.TransformDirection (Vector3.right*bullspeed);  
// cun_time=0;  
// }  
//distance from A and B  
//angle from A and B  
//var targetDir = transform.position-other.position;  
//var right = transform.right;  
//var angle = Vector3.Angle(targetDir, right);  
//print("angle is ="+angle);//if (angle < 5.0)//transform.Rotate(Vector3.up*0.5);  
//var speed = 0.1;  
//transform.rotation =Quaternion.Slerp (from.rotation, to.rotation, Time.time * speed);  
  
  
Enemy_tank=GameObject.Find("Enemy_barrel"); //实例化  
if (target == null)  
return;  
if (!CanSeeTarget ())  
return;  
// Rotate towards target  
var targetPoint = target.position;  
var targetRotation = Quaternion.LookRotation (targetPoint - Enemy_tank.transform.position,Vector3.up); //求出与目标之间的角度  
Enemy_tank.transform.rotation = Quaternion.Slerp(Enemy_tank.transform.rotation, targetRotation, Time.deltaTime * 2.0); //旋转之角度与目标对齐  
//If we are almost rotated towards target - fire one clip of ammo  
var forward = Enemy_tank.transform.TransformDirection(Vector3.forward);  
var targetDir =Enemy_tank.transform.position-target.position; //求出2者之间的距离  
if((Vector3.Angle(forward, targetDir) <10.0)||((Vector3.Angle(forward, targetDir) >-10.0))) //这边是自动开炮的效果  
{  
cun_time++;  
if(cun_time==260)  
{   
var clone : Rigidbody;  
clone = Instantiate(bullet, firepoint.transform.position, firepoint.transform.rotation);  
clone.velocity = Enemy_tank.transform.TransformDirection (Vector3.forward*bullspeed);  
cun_time=0;  
}  
}  
if((Vector3.Distance(transform.position, target.position) < attackRange)) //发现目标而且在范围之内,开始追击目标  
{  
var targetPoint1 = target.position;  
//Calculation the angle with target  
var targetRotation1 = Quaternion.LookRotation (targetPoint1 - transform.position,Vector3.up);  
//Rotated Itself then make a line with target  
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation1, Time.deltaTime * 1.0);  
transform.Translate(Vector3.forward*0.05);  
}  
}  
function CanSeeTarget (): System.Boolean //计算是否被发现  
{  
if (Vector3.Distance(transform.position, target.position) > attackRange) return false;  
var hit : RaycastHit; if (Physics.Linecast (transform.position, target.position, hit))  
return hit.transform == target; return false;  
}  

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