我正在尝试转换此处找到的boid flocking脚本: http://wiki.unity3d.com/index.php?title=Flocking
要在我的2D游戏中工作,它可以工作,但鸡群根本不会跟随目标。羊群似乎只是想要以大约20度的角度向上和向上移动。如何让羊群在这个剧本中追逐目标或“Chasee”?
为简单起见,我将大部分坐标保留为Vector3,并在调整速度时将它们转换为Vector 2.
using UnityEngine;
using System.Collections;
public class BoidController : MonoBehaviour
{
public float minVelocity = 5;
public float maxVelocity = 20;
public float randomness = 1;
public int flockSize = 20;
public GameObject prefab;
public GameObject chasee;
public Vector3 flockCenter;
public Vector3 flockVelocity;
private GameObject[] boids;
void Start()
{
boids = new GameObject[flockSize];
for (var i=0; i<flockSize; i++)
{
Vector3 position = new Vector3 (
Random.value * GetComponent<BoxCollider2D>().bounds.size.x,
Random.value * GetComponent<BoxCollider2D>().bounds.size.y
) - GetComponent<BoxCollider2D>().bounds.extents;
GameObject boid = Instantiate(prefab, transform.position, transform.rotation) as GameObject;
boid.transform.parent = transform;
boid.transform.localPosition = position;
boid.GetComponent<BoidFlocking>().SetController (gameObject);
boids[i] = boid;
}
}
void Update ()
{
Vector3 theCenter = Vector3.zero;
Vector3 theVelocity = Vector3.zero;
foreach (GameObject boid in boids)
{
theCenter = theCenter + boid.transform.localPosition;
theVelocity = theVelocity + (Vector3) boid.GetComponent<Rigidbody2D>().velocity;
}
flockCenter = theCenter/(flockSize);
flockVelocity = theVelocity/(flockSize);
}
}
然后是植绒行为
using UnityEngine;
using UnityEngine;
using System.Collections;
public class BoidFlocking : MonoBehaviour
{
private GameObject Controller;
private bool inited = false;
private float minVelocity;
private float maxVelocity;
private float randomness;
private GameObject chasee;
void Start ()
{
StartCoroutine ("BoidSteering");
}
IEnumerator BoidSteering()
{
while (true)
{
if (inited)
{
GetComponent<Rigidbody2D>().velocity = GetComponent<Rigidbody2D>().velocity + (Vector2) Calc () * Time.deltaTime;
// enforce minimum and maximum speeds for the boids
float speed = GetComponent<Rigidbody2D>().velocity.magnitude;
if (speed > maxVelocity)
{
GetComponent<Rigidbody2D>().velocity = GetComponent<Rigidbody2D>().velocity.normalized * maxVelocity;
}
else if (speed < minVelocity)
{
GetComponent<Rigidbody2D>().velocity = GetComponent<Rigidbody2D>().velocity.normalized * minVelocity;
}
}
float waitTime = Random.Range(0.3f, 0.5f);
yield return new WaitForSeconds (waitTime);
}
}
private Vector3 Calc()
{
Vector3 randomize = new Vector3 ((Random.value *2) -1, (Random.value * 2) -1, (Random.value * 2) -1);
randomize.Normalize();
BoidController boidController = Controller.GetComponent<BoidController>();
Vector3 flockCenter = boidController.flockCenter;
Vector3 flockVelocity = boidController.flockVelocity;
Vector3 follow = chasee.transform.localPosition;
flockCenter = flockCenter - transform.localPosition;
flockVelocity = flockVelocity - (Vector3) GetComponent<Rigidbody2D>().velocity;
follow = follow - transform.localPosition;
return (flockCenter + flockVelocity + follow * 2 + randomize * randomness);
}
public void SetController (GameObject theController)
{
Controller = theController;
BoidController boidController = Controller.GetComponent<BoidController>();
minVelocity = boidController.minVelocity;
maxVelocity = boidController.maxVelocity;
randomness = boidController.randomness;
chasee = boidController.chasee;
inited = true;
}
}
答案 0 :(得分:0)
在计算跟随方向时,我在追逐和boid上使用了本地位置,他们是不同对象的孩子。应该是
Vector3 follow = chasee.transform.position;
follow = follow - transform.position;