Unity3d 角色移动,使用NavMeshAgent移动

 添加优化,实时移动时 当目标点距离很小,直接设置目标点位置


    // 距离
    var distance = Vector3.Distance(points[i], unit.trans.position);

    if (distance > unitSpeed)
    {
        // 方向
        var dir = points[i] - unit.trans.position;
        // 线性差值设置方向,朝向目标点方向
        unit.trans.forward = Vector3.Lerp(unit.trans.forward, new Vector3(dir.x, 0, dir.z), 5 * Time.deltaTime);
        // 动画混合
        unit.speed = distance > 0.8f ? distance : 0.8f;
        unit.ani.SetFloat("Speed", unit.speed);
        // 移动
        unit.trans.position = unit.trans.position + (points[i] - unit.trans.position).normalized * unitSpeed;
    }
    else
    {
    	// 距离很小,直接设置目标点位置
        unit.trans.position = points[i];
}
using System;
using UnityEngine;
using UnityEngine.AI;
using Debug = UnityEngine.Debug;

public class MoveNavMeshAgent : MonoBehaviour
{
    public NavMeshAgent agent;
    [SerializeField]
    bool _isMoveing = false;
    [SerializeField]
    float remainingDistance;
    [SerializeField]
    Vector3 curr_destination;
    [SerializeField]
    Vector3 last_destination;
    private Transform Transform;

    void Awake()
    {
        agent = gameObject.GetComponent<NavMeshAgent>();
        if(!agent)Debug.LogError(gameObject.name + " no NavMeshAgent compent");
        Transform = gameObject.transform;
        agent.updateRotation = true; //允许NavMesh来旋转角色
        agent.updatePosition = true; //允许NavMesh来移动角色
        agent.enabled = false;
    }


    /// <summary>
    ///使用了NavMeshAgent就不能用 transform.position = newPos;用 WarpPoint(newPos)代替或者移动赋值前先NavMeshAgent.enabled = false
    /// </summary>
    /// <param name="destination"></param>
    public void WarpPoint(Vector3 destination)
    {
        if (agent.enabled == false)
        {
            agent.enabled = true;
        }
        agent.Warp(destination);
        agent.enabled = false;
    }

    /// <summary>
    /// 是否在移动中
    /// </summary>
    /// <returns></returns>
    public bool IsMoving
    {
        get
        {
            if (agent != null && agent.enabled)
            {
                remainingDistance = Vector3.Distance(Transform.position, agent.destination);
                _isMoveing = agent.pathPending || remainingDistance > agent.stoppingDistance || agent.velocity != Vector3.zero;
            }
            else
            {
                _isMoveing = false;
            }
            return _isMoveing;
        }
    }

    /// <summary>
    /// 是否移动结束
    /// </summary>
    /// <returns></returns>
    public bool IsMoveEnd
    {
        get
        {
            return !IsMoving;
        }
    }

    //停止移动
    public void StopMove()
    {
        if (agent.enabled == true) //停止NavMeshAgent ,停止移动
        {
            agent.ResetPath();
            agent.Stop();
            agent.enabled = false;
        }
    }

    /// <summary>
    /// 移动到点
    /// </summary>
    public void MovePoint(Vector3 destination, float stoppingDistance = 0.17f)
    {
        curr_destination = destination;
        if (agent.enabled && curr_destination == last_destination && IsMoving && Math.Round(stoppingDistance, 2) == Math.Round(agent.stoppingDistance, 2))//与上一次目的地相同,就跳过
        {
            return;
        }
        if (agent.enabled == false)
        {
            agent.enabled = true;
        }
        agent.stoppingDistance = stoppingDistance;
        agent.destination = destination;
        last_destination = curr_destination;
    }

    /// <summary>
    /// 移动到距离敌人包围盒最近的点,如果是远程英雄的话 stoppingDistance  就是攻击距离,
    /// </summary>
    /// <param name="stoppingDistance"></param>
    /// <param name="enemyCollider"></param>
    public void MoveToEnemy(Collider enemyCollider, float stoppingDistance = 0.17f)
    {
        Vector3 destination = enemyCollider.ClosestPointOnBounds(Transform.position);
        MovePoint(destination, stoppingDistance);
    }

    /// <summary>
    /// 绘制移动路线
    /// </summary>
    void OnDrawGizmos()
    {
        if (agent != null && agent.enabled == true)
        {
            var path = agent.path;
            // color depends on status
            Color c = Color.white;
            switch (path.status)
            {
                case UnityEngine.AI.NavMeshPathStatus.PathComplete:
                    c = Color.white;
                    break;

                case UnityEngine.AI.NavMeshPathStatus.PathInvalid:
                    c = Color.red;
                    break;

                case UnityEngine.AI.NavMeshPathStatus.PathPartial:
                    c = Color.yellow;
                    break;
            }
            // draw the path
            for (int i = 1; i < path.corners.Length; ++i)
                Debug.DrawLine(path.corners[i - 1], path.corners[i], c);
        }

    }

    public void FixedUpdate()
    {
#if UNITY_EDITOR
        var ShowState_Debug = IsMoving;
#endif
    }
}

以前的:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class mouseNavMove : MonoBehaviour {
    public GameObject clickPrefab;
    private NavMeshAgent agent;
    public float minDistance = 3f;

    private Animation anim;
    /// <summary>
    /// 鼠标点击地面的点
    /// </summary>
    Vector3 hitPoint;

    private void Awake()
    {
        agent = this.GetComponent<NavMeshAgent>();
        anim = this.GetComponent<Animation>();
        anim["walk"].wrapMode = anim["idle"].wrapMode = WrapMode.Loop;
        
    }

    // Update is called once per frame
    void Update()
    {

        //获取鼠标点击地面的点
        if (Input.GetMouseButtonDown(1))//鼠标右键瞬间按下
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit = new RaycastHit();
            if (Physics.Raycast(ray, out hit))
            {
                if (hit.collider.tag == "Terrain")
                {
                    hitPoint = hit.point;
                }
            }
            //鼠标点击地面的点 生成点击圆圈特效
            float height = Terrain.activeTerrain.SampleHeight(hitPoint);//获取当前Terrain的高度
            hitPoint.y = height + 0.3f;
            Instantiate(clickPrefab, hitPoint, Quaternion.identity);
            //开始移动
            SetDestination(hitPoint);
            Debug.LogWarning("角色向" + hitPoint + "移动");
        }

       

        if (agent.enabled)
        {
            //是否在移动中
            bool isMoveing = agent.pathPending ||
                  agent.remainingDistance > agent.stoppingDistance ||
                  agent.velocity != Vector3.zero;

            //没有移动,就停用导航
            if (!isMoveing)
            {
                agent.Stop();
                agent.enabled = false;
                anim.CrossFade("idle",0.1f);
            }
        }
    }

    public void SetDestination(Vector3 targetPos)
    {

        agent.enabled = true;
        anim.CrossFade("walk", 0.1f);
        agent.SetDestination(targetPos);
    }
}

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NavMeshAgent是Unity引擎中的一个组件,用于控制角色移动和寻路。通过使用NavMeshAgent,开发者可以为角色创建一个导航网格,标记可到达和不可到达的区域,并使角色能够自动寻找最优路径,避免与其他Agent和障碍物发生碰撞。NavMeshAgent组件自带了寻路和空间推理的脚本,可以帮助角色朝着设定的目标移动,并避免与其他Agent相互干扰。 要为角色添加NavMeshAgent组件,可以通过在角色的脚本中添加以下代码来实现:private NavMeshAgent agent;在Unity中,还有一个Unity NavMesh 2D寻路的功能可用于2D游戏的导航和寻路。你可以通过下载一个相关的存储库或将其添加到项目的Package Manager清单中来使用这个功能。<span class="em">1</span><span class="em">2</span><span class="em">3</span> #### 引用[.reference_title] - *1* *2* [Unity3D实用组件:NavMesh Agent](https://blog.csdn.net/float_freedom/article/details/126179067)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v93^chatsearchT3_2"}}] [.reference_item style="max-width: 50%"] - *3* [NavMeshPlus:Unity NavMesh 2D寻路](https://download.csdn.net/download/weixin_42129797/15108830)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v93^chatsearchT3_2"}}] [.reference_item style="max-width: 50%"] [ .reference_list ]
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