嗨,所以我试图创造的是玩家可以右键点击一个敌人,他会跟随一定距离。这工作正常。但我想要做的也是停在那个距离。目前,如果敌人停下来,他将尝试前往其确切的位置,而不是停止一点点,这就是我目前所拥有的。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class Attacking : MonoBehaviour {
NavMeshAgent agent;
Transform target;
public float distance;
public float followDistance;
// Use this for initialization
void Start () {
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0))
{
target = null;
}
if (Input.GetMouseButton(1))
{
RaycastHit hit;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100))
{
if (hit.collider.gameObject.tag == "enemy" || hit.collider.gameObject.tag == "Player")
{
target = hit.collider.transform;
}
}
}
if(target != null)
{
distance = Vector3.Distance(transform.position, target.position);
if (followDistance <= distance)
agent.destination = target.position;
}
}
}
答案 0 :(得分:1)
将一个脚本附加到你的敌人并给它一个半径,比如3f。
public float radius=3f;
为了更好地理解和使用视觉辅助OnDrawGizmosSelected()
(在您的敌人脚本上)。
void OnDrawGizmosSelected ()
{
Gizmos.color=Color.yellow;
Gizmos.DrawWireSphere(transform.position,radius);
}
现在,在您的播放器脚本上使用agent.StoppingDistance()
:
if(target != null)
{
distance = Vector3.Distance(transform.position, target.position);
if (followDistance <= distance){
agent.destination = target.position;
agent.StoppingDistance=target.radius;
}
}
注意:您必须将目标从转换更改为播放器的实例