代码的编辑,首先是IAIState类
public abstract class IAIState
{
public ICharacterAI m_characterAI = null;
public Vector3 LeaderPosition;
public Vector3 LocalPositon;
public void SetCharacterAI(ICharacterAI characterAI)
{
m_characterAI = characterAI;
}
public virtual void Update()
{
}
}
然后其他状态是IAIState子类
public class MianIdle : IAIState
{
public override void Update()
{
if (Vector3.Distance(LocalPositon, LeaderPosition) > 0.5f)
{
m_characterAI.ChangeState(new MianMove());
}
else if (Vector3.Distance(LocalPositon, LeaderPosition) < 0.5f)
{
m_characterAI.ChangeState(new MianAttack());
}
}
}
public class MianMove : IAIState
{
public override void Update()
{
//开始追击
m_characterAI.MoveTo(LeaderPosition);
//播放动画
//
if (Vector3.Distance(LocalPositon, LeaderPosition) < 0.5f)
{
m_characterAI.ChangeState(new MianIdle());
}
}
}
public class MianAttack : IAIState
{
public override void Update()
{
//自爆
}
}
这里暂时只弄了一个角色的状态,因为我设计的里面角色应用的骨骼都不相同,所以无法应用同一动画,就干脆暂时多分几个角色状态出来,另一种写法就是把各种状态单独提一个接口出来,如Idle类
public class Idle : IAIState
{
pulic override Update()
{
}
}
然后不同角色的Idle状态写在这个接口下面,然后在IAIState里面加一个Idle类的接口对象:
public abstract class IAIState
{
........
public Idle m_idle;
........
public void SetIdleState(Idle idle)
{
m_idle=idle;
}
}
然后每一个状态都得加一个接口对象,这样写感觉分类更加细致,在人物更多的时候感觉会更有调理一些,不过代码可能更加复杂一点点,毕竟每个状态都要加一条属性
然后就是ICharacterAI类:
public abstract class ICharacterAI
{
protected ICharacter m_character = null;
protected IAIState m_state = null;
public ICharacterAI(ICharacter character)
{
m_character = character;
}
public virtual void ChangeState(IAIState newState)
{
m_state = newState;
m_state.SetCharacterAI(this);
}
public void Update()
{
m_state.Update();
}
public void SetPosition(Vector3 leader, Vector3 local)
{
m_state.LeaderPosition = leader;
m_state.LocalPositon = local;
}
public void MoveTo(Vector3 position)
{
m_character.MoveTo(position);
}
}
ICharacter类:
public abstract class ICharacter
{
.......
protected ICharacterAI m_characterAI = null;
//设置人物AI
public void SetAI(ICharacterAI characterAI)
{
m_characterAI = characterAI;
}
//直接通过ICharacter对象进行对AI更新的操作
public void UpdateAI()
{
m_characterAI.Update();
}
........
public void MoveTo(Vector3 position)
{
obj.transform.localPosition = Vector3.MoveTowards(obj.transform.position, position, 0.5f * Time.deltaTime);
}
}
省略了点东西,以后可以根据自己需要补充一下下。