团结领导者的追随者/指导

时间:2016-12-15 13:33:13

标签: c# unity3d

我在C#中为我的团结项目创建了一个植绒算法。我试图跟随this example,但问题是把所有东西放在一起,而我却没有推断出来。以下代码是我希望拥有领导者跟随植绒系统的一部分。

我已经添加了以下/寻求转向基本的三个转向子程序(对齐,内聚,分离),但是现在这些boids刚刚聚集在领导者的顶部并且遮住了他。我希望他们能够跟随领导者,但也要保持彼此分离,而不是仅仅相互堆积,就像他们不同步一样。

当用户选择一组boids,然后选择他们应该聚集到的位置时,boid最接近的是分配的leader并被分配到目标的A *路径。然后其他boids调用flocking而不是路径代码。

void Update()
{
    if (flock.Count > 0 && 
        flockLeader != gameObject)
    {
        Flocking();
    }
    else
    {
        Movement();
    }
}

private void Flocking()
{
    Vector3 vector = Vector3.zero, alignment = Alignment(), cohesion = Cohesion(), separation = Separation(), following = Following();
    int weightAlignment = 1, weightCohesion = 1, weightSeparation = 1, weightFollowing = 1;

    NeighbourhoodWatch(); // determine neighbour boids (exclude self)

    vector += (separation * weightSeparation);
    vector += (alignment * weightAlignment);
    vector += (cohesion * weightCohesion);
    vector += (following * weightFollowing);
    vector.Normalize();

    if (!vector.Equals(Vector3.zero))
    {
        if (Vector3.Angle(vector, transform.forward) >= 1f)
        {
            transform.rotation = Quaternion.LookRotation(Vector3.RotateTowards(transform.forward, vector, rateOfTurn * Time.deltaTime, 0.0f));
        }
        else // rotate and move
        {
            transform.rotation = Quaternion.LookRotation(Vector3.RotateTowards(transform.forward, vector, rateOfTurn * Time.deltaTime, 0.0f));
            transform.Translate(Vector3.forward * (speed * Time.deltaTime));
        }
    }
}

private Vector3 Alignment()
{
    Vector3 vector = Vector3.zero;

    if (neighbourhood.Count > 0)
    {
        foreach (GameObject boid in neighbourhood)
        {
            vector += boid.transform.forward;
        }

        vector /= neighbourhood.Count;
    }

    return vector;
}

private Vector3 Cohesion()
{
    Vector3 vector = Vector3.zero;

    if (neighbourhood.Count > 0)
    {
        foreach (GameObject boid in neighbourhood)
        {
            vector += boid.transform.position; // acquire centre of mass
        }

        vector /= neighbourhood.Count;
        vector = vector - transform.position; // direction to centre of mass
    }

    return vector;
}

private Vector3 Separation()
{
    Vector3 vector = Vector3.zero;

    if (neighbourhood.Count > 0)
    {
        int spaceInvaders = 0;

        foreach (GameObject boid in neighbourhood)
        {
            float proximity = Vector3.Distance(boid.transform.position, transform.position);

            if (proximity <= footprint)
            {
                vector += boid.transform.position - transform.position;
                spaceInvaders++;
            }
        }

        if (spaceInvaders > 0)
        {
            vector /= spaceInvaders;
            vector *= -1; // negation (invert direction)
        }
    }

    return vector;
}

private Vector3 Following()
{
    Vector3 vector = Vector3.zero;

    vector = flockLeader.transform.position - transform.position;

    return vector;
}

1 个答案:

答案 0 :(得分:0)

我有一些时间尝试类似的东西,如果你想让你的单位与你的领导者有距离,只需取领导速度并使用反向向量,反向向量将是你的单位目的地,也使用向量.scale如果你想调整自己的分离距离。