Unity简单AI编写

开发环境

Window7

Unity3D  3.4.1

MB525defy   Android 2.2.1

         羽化的第十二篇博客。最近心情挺好,开始看C#了-0- 为了进一步巩固Unity,当你学了一个计算机语言再学另一个语言发现其实很容易,计算机语言都有很多共通之处,现在学C#真有点原来写VB的感觉,想想时间过得真快啊,已经毕业4个月了,自己到底成长了多少,得到多少,也就只有自己知道。。。羽化一直认为每个人都有各自的特长,有些人一直找不到成功的诀窍可能是因为没找到自己到底在哪方面拥有天赋,努力是很重要,但往不正确的地方努力也许会迷失自己。今天才和室友们一起出去吃饭,大家干着不一样的工作,过不一样的生活,拿着不一样的工资,也有各自的烦恼与苦闷,但能聚在一起谈天谈地,没有身份高低,这种畅所欲言的感觉也许只有这里才能体会到,真心希望大家都能找到奋斗的方向,怀念在117一起生活的日子,虽然只过去4个月。。。

         话说羽化买到了10月回家的车票,现在买火车票真是便利啊,自动售票系统应用很完善,但还是觉得中国铁路票价很坑爹,卖票人员都跟你扯一些理由不卖你票,但换个窗口说不定有票,而且每次回家都晚点,估计这次也是,全世界也就国人能忍受这种不负责任的态度,说起就气啊=。= 不说这些了,这里祝大家10.1出去旅游还是回家的同志一路顺风,玩得愉快~ ~

         这次是一个简单的AI编写,没有仿照任何一个人的做法,羽化因为觉得很有趣在工作时心血来潮简单写的一个,平时也可以Demo演示用用,写的时间不长,但也将就能用,以后把这AI完善了再传上来分享,有什么好的AI书籍推荐都可以给羽化留言,喜欢的朋友可以拿去看看,虽然写得很简陋,不接受嘲讽-0-

 

本次学习:

1.      Unity简单AI编写

2.      Unity学习过程中的一些细节分析

 

1.   Unity简单AI编写

       由于这次介绍的AI很简单,羽化就把代码直接贴上,AI分成四个状态:思考,转身,移动,攻击,有经验的人认为羽化这样写得不对,由于这里只是初步实现,所以羽化想实现简单点的操作,就像自动范围内随机移动,锁敌攻击,超出距离复位,近距离察觉等,这里代码送上。这次没有写Android的控制器,但肯定可以在Android下用的-0-

Enemy_AI.js

private var Regression : Vector3;
public var Player_Prefab : Transform;
public var Enemy_State : String;
public var Doing : boolean = true;
public var Range : float = 4.0;
public var Bullet : Transform;
public var Bullet_Prefab : Transform;

//初始化敌人方向和位置
function Start()
{
	transform.localEulerAngles.y = Random.value * 360;
	Regression = transform.position;
}

//敌人行动模式
public var Thinking : boolean = true;
public var Thinking_Time : float = 1.0;
private var relativePos : Vector3;
private var rotation : Quaternion;

public var Facing : boolean = false;
public var Facing_Time : float	= 2.0;
public var Facing_Speed : float = 2.0;

public var Moving : boolean = false;
public var Moving_Speed : float = 0.5;
public var Moving_Time : float = 4.0;
public var Moving_Back : boolean = false;

public var Attacking : boolean = false;
private var Bullet_DO : boolean = true;
public var Bullet_CD : float = 0.2;

//随机移动方位
private var R_Position : Vector3;

function Update () 
{
	if(Attacking)
	{
		Enemy_State = "Attacking";
		Facing = true;
		Moving = true;
		//Doing = true;
		Thinking = false;
		var dist2 = Vector3.Distance(Regression, transform.position);
		if(dist2 > 20)
		{
			relativePos = Regression - transform.position;
			rotation = Quaternion.LookRotation(relativePos);
			Attacking = false;
			Moving_Back = true;
		}
	}
	if(!Moving_Back)
	{
		var dist = Vector3.Distance(Player_Prefab.position, transform.position);
		if(dist > 100)
		{
			Attacking = false;
			return;
		}
		else if(dist < 5)
		{
			Attacking = true;
		}
		RayJudge();
	}
	
	transform.localEulerAngles.x = 0;
	transform.localEulerAngles.z = 0;
	
	if(Thinking && !Attacking && !Moving_Back)
	{
		Enemy_State = "Thinking";
		if(Doing)
		{
			StartCoroutine(Think(Thinking_Time));
			Doing = false;
		}
	}
	if(Facing)
	{
		Enemy_State = "Facing";
		if(Attacking)
		{
			relativePos = Player_Prefab.position - transform.position;
			rotation = Quaternion.LookRotation(relativePos);
			transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Facing_Speed * 4);
		}
		else if(Moving_Back)
		{
			transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Facing_Speed * 4);
		}
		else
		{
			transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Facing_Speed);
			if(Doing)
			{
				StartCoroutine(Face(Facing_Time)); 
				Doing = false;
			}
		}
	}
	if(Moving)
	{
		Enemy_State = "Moving";
		if(Moving_Back)
		{
			transform.Translate(Vector3.forward * Time.deltaTime * Moving_Speed * 6);
		}
		else if(dist > 2)
		{
			if(Attacking)
			{
				transform.Translate(Vector3.forward * Time.deltaTime * Moving_Speed * 4);
			}
			else
			{
				transform.Translate(Vector3.forward * Time.deltaTime * Moving_Speed);
			}
		}
		if(Doing && !Attacking)
		{
			StartCoroutine(Move(Moving_Time));
			Doing = false;
		}
	}
}

//前方锁敌
function RayJudge()
{
	var layerMask = 1 << 2;
    layerMask = ~layerMask;
	
	var hit : RaycastHit;
	
	if(Physics.Raycast (transform.position, transform.TransformDirection(Vector3.forward), hit, 20,layerMask)) 
	{
		var distanceToForward = hit.distance;
		if(hit.transform.tag == "Player")
		{
			Attacking = true;
			if(Bullet_DO)
			{
				var Create = Instantiate (Bullet_Prefab, Bullet.position, Quaternion.identity);
				Create.rigidbody.AddForce (Bullet.forward * 1000);
				StartCoroutine(Wait(Bullet_CD)); 
				Bullet_DO = false;
			}
		}
	}
}

function Wait(waitTime : float)
{
	yield WaitForSeconds (waitTime);
	Bullet_DO = true;
}

function Move(waitTime : float)
{
	print("Move");
	if(Moving_Back)
	{
		yield WaitForSeconds (waitTime * 0.4);	
	}
	else
	{
		yield WaitForSeconds (waitTime + Random.value * 2);	
	}
	Thinking = true;
	Moving_Back = false;
	Moving = false;
	Facing = false;
	Doing = true;
}

function Face(waitTime : float)
{
	print("Face");
	yield WaitForSeconds (waitTime + Random.value);
	Facing = false;
	Thinking = false;
	Moving = true;
	Doing = true;
}

function Think(waitTime : float)
{
	print("Thinking");
	yield WaitForSeconds (waitTime + Random.value);
	R_Position = Regression + Random.insideUnitSphere * Range;
	R_Position.y = Regression.y;
	relativePos = R_Position - transform.position;
	rotation = Quaternion.LookRotation(relativePos);
	Thinking = false;
	Moving = false;
	Facing = true;
	Doing = true;
}

工程截图(这里是9个拿枪的敌人- - 蓝色为控制角色,WASD控制行动)


  

       还是那句话,代码本身并不难,羽化也是初学者写不出让人觉得高深的代码-0-,高手也许看一眼就知道这是一个简单的状态切换判断而已,羽化也是从原来Android游戏经验中提取出来的,因为原来都有个FrameWork,框架控制着整个游戏构成,于是就想像AI也能如此,这种敌人AI要有更多的随机性和针对性才能让人觉得真实吧,代码没什么优化,也许效率不是很好,以后估计要添加复杂地形寻路,技能释放,攻击站位判断等内容了,话说原来杨写的那AI真叫个凶残。。。


2.Unity学习过程中的一些细节分析

         最近群里面人原来越多,当初羽化加圣典2群的时候才30个不到的人,现在已经120个人了,想想Unity普及得也够快的,于是就出现了各种问题有人问,有些问题可能新手一直搞不清楚,老鸟们又懒得回答-0- 羽化不是高手,这里只是说说一些可能遇到的问题,与大家分享下。

1.      获取位置坐标:当你translate.position获取的不是物体在世界的坐标时可以试试translate. localRotation

2.      改变旋转角度:这里多半是用translate.localRotation= Quaternion.Euler(x,y,z);

3.      如何更改鼠标指针图片,这也是羽化以后可能遇到的问题,这里只能简单分析下,首先把鼠标默认指针隐藏掉Screen.showCursor=flase;再用个粒子或者图片代替,具体位置可以用Camera.main.ScreenToWorldPoint()和Input.mousePosition获得。但有个问题就产生了,UI会遮挡鼠标,鼠标图片用UI代替总感觉不妥。。。所以羽化还没想出解决方法- -

4.      有关过场Loading的制作,一张图片还好说,换个Scene或者写个UI都能解决,动态Loading的是用Application.LoadLevelAsync可以达到效果,或者是预加载,具体可以看看羽化无缝地图研究博文里面的一个别墅例子。

5.      也许有一天你也会遇到脚本用C#编写时遇到一些莫名其妙的错误,所以这里羽化建议动态脚本命令最好用js写。。。

 

 

本次工程下载地址(羽化只想说CSDN的上传很不给力啊-0-):

 http://dl.dbank.com/c0ngaqgbzz

 

下集预告:

Unity3D游戏开发之切割方块(Android支持- -)
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This extension requires one license per seat Requires Unity 4.6.0 or higher. Behavior trees are used by AAA studios to create a lifelike AI. With Behavior Designer, you can bring the power of behaviour trees to Unity! Behavior Designer is a behaviour tree implementation designed for everyone - programmers, artists, designers. Behavior Designer offers an intuitive visual editor with a powerful API allowing you to easily create new tasks. It also includes hundreds of tasks, PlayMaker integration, and extensive third party integration making it possible to create complex AIs without having to write a single line of code! Behavior Designer was designed from the ground up to be as efficient as possible with zero allocations after initialization. As a result, it runs great on all platforms including mobile. Behavior Designer is dedicated to behavior trees, which means that each update will be a better behavior tree implementation. Features: - An intuitive visual editor - A powerful API - Visual runtime debugger - Variables to communicate between tasks - Conditional Aborts - Built in event system - Unity 5 multiplayer support - Use existing code with reflection tasks - Hundreds of tasks - Evaluate tasks using Utility Theory - Realtime error detection - Binary or JSON serialization - Data-oriented design - Zero runtime allocations after startup - Object drawers (property drawers) - Includes runtime source code - Extensive documentation and videos - Sample projects available online - And more Addon Packs: - Formations Pack - Movement Pack - Tactical Pack Complete Projects: - Deathmatch AI Kit Third Party Integrations: - 2D Toolkit - A* Pathfinding Project (Movement Pack) - Adventure Creator - Anti-Cheat Toolkit - Apex Path (Movement Pack) - Blox - Camera Path Animator - Chronos - Cinema Director - Control Freak - Core GameKit - Curvy - Dialogue System - DOTween - Final IK - Glow Effect - ICode - Inventory Pro - LeanTween - Love/Hate - Master Audio - NGUI - Particl
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