自动行为操控(Steering)(一)—框架

自动操控架构图



操控框架类职责


Steering类

public abstract class Steering : MonoBehaviour 
{
	//速度
    public float speed;
    //目标
    public Transform target;
    //运动体
    [HideInInspector]
    public Vehicle vehicle;
    //期望操控力
    [HideInInspector]
    public Vector3 exceptForce;
    //权重
    public float weight=1;


    private void Start()
    {
       
        Init();
    }
    //初始化
    public virtual void Init()
    {
        vehicle = GetComponent<Vehicle>();
        if (speed == 0)
            speed = vehicle.maxSpeed;
    }

    public abstract Vector3 ComputerFinalForce();
}


Vehicle类

///<summary>
    ///运动体
    ///</summary>
    public class Vehicle : MonoBehaviour
    {
        /// <summary>当前操控力</summary>
        public Vector3 currentForce;

        /// <summary>最大移动速度</summary>
        public float maxSpeed=10;

        /// <summary>质量</summary>
        public float mass=1;

        /// <summary>加速度</summary>
        [HideInInspector]
        public float AcceleratedSpeed;

        /// <summary>转向速度</summary>
        public float rotationSpeed=5;

        /// <summary>合力</summary>
        public Vector3 finalForce;

        /// <summary>最大合力</summary>
        public float maxForce=100;

        /// <summary>操控对象</summary>
        public Steering[] steerings;

        /// <summary>是否是平面</summary>
        public bool isPlane;

        //计算合力的间隔事件
        public float computerInterval=0.2f;

        private void Start()
        {
            steerings = GetComponents<Steering>();
            InvokeRepeating("CalculateFinalForce", 0, computerInterval);
        }
        public void CalculateFinalForce()
        {
            //合力清零
            finalForce = Vector3.zero;
            //遍历所有的操控对象
            for (int i = 0; i < steerings.Length; i++)
            {
                //将每个操控对象计算的操控力叠加在一起形成合力
                finalForce += steerings[i].ComputerFinalForce();
            }
            if (finalForce == Vector3.zero) currentForce = Vector3.zero;
            if (isPlane)
            {
                finalForce.y = 0;
                currentForce.y = 0;
            }
                //对合力做最大化的钳制
               // if(finalForce.magnitude>maxForce)
                   // finalForce = finalForce.normalized * maxForce;
                finalForce=Vector3.ClampMagnitude(finalForce, maxForce);             
                //合力除以质量得到最后的加速度(合力)
                finalForce = finalForce / mass;
                
        }
    }


LocomotionController类

///<summary>
    ///操控控制器
    ///</summary>
    public class LocomotionController : Vehicle
    {
        //移动
        public void MoveMent()
        {
            
            currentForce += finalForce * Time.deltaTime;
            //currentForce不能超过maxspeed
            //if(currentForce.magnitude<maxSpeed)
            currentForce = Vector3.ClampMagnitude(currentForce, maxSpeed);
            transform.position += currentForce * Time.deltaTime;
            //Vector3.MoveTowards(transform.position, currentForce, currentForce.magnitude);
        }

        //转向
        public void Rotation()
        {
            if(currentForce!=Vector3.zero)
            {
                //转向当前操控li
                var dir = Quaternion.LookRotation(currentForce);
                transform.rotation = Quaternion.Lerp(transform.rotation, dir, rotationSpeed * Time.deltaTime);
            }
           
        }

        public void PlayAnimation()
        {

        }

        private void Update()
        {
            Rotation();
            MoveMent();
            PlayAnimation();
        }
    }



  • 3
    点赞
  • 7
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值