Compare commits
No commits in common. "436b55ebb158d8705d2fe28e8fcdf43aab124f87" and "073f34d88833b7eb022a3ea1340ddecf0f463881" have entirely different histories.
436b55ebb1
...
073f34d888
@ -1485,30 +1485,7 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: ea3c4e24ebc42194181651236cdf30f1, type: 3}
|
m_Script: {fileID: 11500000, guid: ea3c4e24ebc42194181651236cdf30f1, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
npcId:
|
|
||||||
nstate: 1
|
nstate: 1
|
||||||
target: {fileID: 0}
|
target: {fileID: 0}
|
||||||
currentTarget: {x: 0, y: 0, z: 0}
|
currentTarget: {x: 0, y: 0, z: 0}
|
||||||
targetPoints: []
|
targetPoints: []
|
||||||
--- !u!195 &3307599082991733569
|
|
||||||
NavMeshAgent:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 9144465012532105757}
|
|
||||||
m_Enabled: 1
|
|
||||||
m_AgentTypeID: 0
|
|
||||||
m_Radius: 0.5
|
|
||||||
m_Speed: 3.5
|
|
||||||
m_Acceleration: 8
|
|
||||||
avoidancePriority: 50
|
|
||||||
m_AngularSpeed: 120
|
|
||||||
m_StoppingDistance: 0
|
|
||||||
m_AutoTraverseOffMeshLink: 1
|
|
||||||
m_AutoBraking: 1
|
|
||||||
m_AutoRepath: 1
|
|
||||||
m_Height: 2
|
|
||||||
m_BaseOffset: 0
|
|
||||||
m_WalkableMask: 4294967295
|
|
||||||
m_ObstacleAvoidanceType: 4
|
|
||||||
|
@ -27283,9 +27283,5 @@ PrefabInstance:
|
|||||||
propertyPath: m_Name
|
propertyPath: m_Name
|
||||||
value: Vang
|
value: Vang
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 9144465012532105757, guid: 4bc999dc543a61148a0ba3bb1dd45a4d, type: 3}
|
|
||||||
propertyPath: m_IsActive
|
|
||||||
value: 0
|
|
||||||
objectReference: {fileID: 0}
|
|
||||||
m_RemovedComponents: []
|
m_RemovedComponents: []
|
||||||
m_SourcePrefab: {fileID: 100100000, guid: 4bc999dc543a61148a0ba3bb1dd45a4d, type: 3}
|
m_SourcePrefab: {fileID: 100100000, guid: 4bc999dc543a61148a0ba3bb1dd45a4d, type: 3}
|
||||||
|
@ -2,7 +2,6 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
using UnityEngine.AI;
|
|
||||||
|
|
||||||
public enum Npcstate
|
public enum Npcstate
|
||||||
{
|
{
|
||||||
@ -13,8 +12,6 @@ public enum Npcstate
|
|||||||
|
|
||||||
public class RecuseNpc : MonoBehaviour
|
public class RecuseNpc : MonoBehaviour
|
||||||
{
|
{
|
||||||
private NavMeshAgent navMeshAgent;//navmesh组件
|
|
||||||
|
|
||||||
public string npcId;
|
public string npcId;
|
||||||
|
|
||||||
public static RecuseNpc instance;
|
public static RecuseNpc instance;
|
||||||
@ -32,7 +29,7 @@ public class RecuseNpc : MonoBehaviour
|
|||||||
|
|
||||||
public Vector3 currentTarget;
|
public Vector3 currentTarget;
|
||||||
|
|
||||||
// <EFBFBD>洢Ŀ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>List
|
// 存储目标点的List
|
||||||
public List<Vector3> targetPoints = new List<Vector3>();
|
public List<Vector3> targetPoints = new List<Vector3>();
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
@ -40,18 +37,10 @@ public class RecuseNpc : MonoBehaviour
|
|||||||
instance = this;
|
instance = this;
|
||||||
recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
||||||
anim = this.GetComponent<Animator>();
|
anim = this.GetComponent<Animator>();
|
||||||
|
|
||||||
navMeshAgent = GetComponent<NavMeshAgent>();
|
|
||||||
|
|
||||||
// 初始化 NavMeshAgent 的一些属性
|
|
||||||
navMeshAgent.speed = 3.5f; // 设置速度
|
|
||||||
navMeshAgent.acceleration = 8f; // 设置加速度
|
|
||||||
navMeshAgent.angularSpeed = 120f; // 设置旋转速度
|
|
||||||
navMeshAgent.stoppingDistance = 1f; // 设置停止的距离
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)//ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ľ<EFBFBD>Ԯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><EFBFBD>ǩ<EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֳ<EFBFBD>UI
|
private void OnTriggerEnter(Collider other)//通过触发器得到对应的救援组人员标签,是否显现出UI
|
||||||
{
|
{
|
||||||
if(other.tag == "Player")
|
if(other.tag == "Player")
|
||||||
recusebtn.gameObject.SetActive(true);
|
recusebtn.gameObject.SetActive(true);
|
||||||
@ -69,51 +58,51 @@ public class RecuseNpc : MonoBehaviour
|
|||||||
npcId = id;
|
npcId = id;
|
||||||
}
|
}
|
||||||
|
|
||||||
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>NPC<EFBFBD><EFBFBD>״̬
|
//设置NPC的状态
|
||||||
public void Setnpcstate()//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԯ<EFBFBD><EFBFBD>ťִ<EFBFBD><EFBFBD><EFBFBD>궯<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
public void Setnpcstate()//点击救援按钮执行完动作后对按钮进行隐藏
|
||||||
{
|
{
|
||||||
|
|
||||||
movebool = true;
|
movebool = true;
|
||||||
nstate = Npcstate.run;
|
nstate = Npcstate.run;
|
||||||
recusebtn.gameObject.SetActive(false);
|
recusebtn.gameObject.SetActive(false);
|
||||||
Debug.Log("Setnpcstate<EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
|
Debug.Log("Setnpcstate调用");
|
||||||
}
|
}
|
||||||
|
|
||||||
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD>NPC<EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD>
|
//设置NPC的目标点
|
||||||
public void SetNpcDes(Vector3 tar)
|
public void SetNpcDes(Vector3 tar)
|
||||||
{
|
{
|
||||||
//target.position = tar;
|
//target.position = tar;
|
||||||
targetPoints.Add(tar); // <EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><EFBFBD>б<EFBFBD><EFBFBD><EFBFBD>
|
targetPoints.Add(tar); // 将目标点添加到列表中
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (targetPoints.Count > 0) // 确保列表中有目标点
|
if (targetPoints.Count > 0) // 确保列表中有目标点
|
||||||
{
|
{
|
||||||
currentTarget = targetPoints[0]; // 获取当前的目标点
|
currentTarget = targetPoints[0]; // 获取当前的目标点
|
||||||
|
|
||||||
// 判断是否到达目标点
|
if (Vector3.Distance(transform.position, currentTarget) < 1.3f && movebool && currentTarget != null) // 判断人物被救援后移动到目标位置
|
||||||
if (movebool && navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance)
|
|
||||||
{
|
{
|
||||||
Debug.Log("到达目标点");
|
Debug.Log("到达目标点");
|
||||||
|
|
||||||
// 达到目标后,从列表中移除该目标点
|
// 达到目标后,从列表中移除该目标点
|
||||||
if (targetPoints.Count > 1)
|
if(targetPoints.Count > 1)
|
||||||
{
|
{
|
||||||
targetPoints = RemoveDes();
|
targetPoints = RemoveDes();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
targetPoints.Clear(); // 清空列表
|
targetPoints = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// 设置NPC状态
|
// 设置NPC状态
|
||||||
nstate = Npcstate.idle;
|
nstate = Npcstate.idle;
|
||||||
movebool = false;
|
movebool = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 继续处理NPC的状态和动画
|
// 继续处理NPC的状态和动画
|
||||||
switch (nstate)
|
switch (nstate)
|
||||||
{
|
{
|
||||||
case Npcstate.idle:
|
case Npcstate.idle:
|
||||||
@ -129,7 +118,7 @@ public class RecuseNpc : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//移除第一个点
|
//删除目标点
|
||||||
public List<Vector3> RemoveDes()
|
public List<Vector3> RemoveDes()
|
||||||
{
|
{
|
||||||
List<Vector3> list = new List<Vector3>();
|
List<Vector3> list = new List<Vector3>();
|
||||||
@ -143,12 +132,14 @@ public class RecuseNpc : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//跑步逻辑
|
||||||
public void Run(Vector3 target)
|
public void Run(Vector3 target)
|
||||||
{
|
{
|
||||||
if (movebool)
|
if (movebool)
|
||||||
{
|
{
|
||||||
SetAni(1);
|
SetAni(1);
|
||||||
navMeshAgent.SetDestination(target); // 使用 NavMeshAgent 设置目标点
|
transform.LookAt(target);
|
||||||
|
transform.position = Vector3.Lerp(transform.position, target, 0.3f * Time.deltaTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user