敌人没有遵循道路

时间:2015-02-20 09:15:03

标签: unity3d 2d unityscript path-finding

我在Unity 4.6.2f中工作。我正在使用Physics2D,UnityScript和A *寻路(http://arongranberg.com/astar/)免费版本3.6。我的问题是用我的EnemyAI脚本移动敌人,它在Gizmo中正确显示路径,但我的敌人没有跟随它。看起来他总是试图到达路径的第0点,它只是在空中飞来飞去。

EnemyAI脚本 - 我认为问题可能出现在最后4行代码中:

import Pathfinding;
@script RequireComponent(Seeker)
@script RequireComponent(Rigidbody2D)

var seeker : Seeker;
var rb : Rigidbody2D;
var path : Path;
var target : Transform;
var updateRate : float = 2f;
var currentWaypoint : int = 0;
var nextWaypointDistance : float;
var pathIsEnded :boolean;
var speed : float = 300f;
var fMode : ForceMode2D;

function Start () {
    rb = GetComponent.<Rigidbody2D>();
    seeker = GetComponent.<Seeker>();
    if (target == null)Debug.LogError("!!!NO PLAYER FOUND!!!");
    //Start the path
    seeker.StartPath(transform.position, target.position,OnPathComplete);
    StartCoroutine(UpdatePath());               
}
//function for finding new way when target moves
function UpdatePath() :IEnumerator {
    if (target == null) {
            //TODO: Insert a player search here.
            return;
        }
        seeker.StartPath (transform.position, target.position, OnPathComplete); 
        yield WaitForSeconds( 1f/updateRate );
        StartCoroutine(UpdatePath());
    }

function OnPathComplete (p:Path) {
        Debug.Log ("We got a path. Did it have an error? " + p.error);
        if (!p.error) {
            path = p;
            currentWaypoint = 0;
        }
}

function FixedUpdate(){
        if (target == null) {
            //TODO: Insert a player search here.
            return;
        }

        //TODO: Always look at player?

        if (path == null)
            return;

        if (currentWaypoint >= path.vectorPath.Count) {
            if (pathIsEnded)
                return;

            Debug.Log ("End of path reached.");
            pathIsEnded = true;
            return;
        }
        pathIsEnded = false;

        //Direction to the next waypoint
        var dir: Vector3 = (path.vectorPath[currentWaypoint] - transform.position).normalized;
        dir *= speed * Time.fixedDeltaTime;

        //Move the AI
        rb.AddForce (dir, fMode);
        Debug.Log(dir);

        var dist:float = Vector3.Distance (transform.position, path.vectorPath[currentWaypoint]);
        if (dist < nextWaypointDistance) {
            currentWaypoint++;
            return;
        }
}

1 个答案:

答案 0 :(得分:1)

事实上,似乎问题出现在最后4行。以下是一些可能出错的事情:

  • 当您使用2D坐标时,您正在使用Vector3计算AI和目标航路点的距离。确保两个项目都在相同的Z坐标中工作,或仅使用X和Y坐标计算距离。
  • 未设置NextWaypointDistance。如果该值是随机数且为负数,则播放器将永远不会“到达”该节点。

始终检查您的变量是否已初始化,并且在处理2D时,不要忽略Z坐标,它有其用途,它也可能会弄乱您的距离计算。