我的目标是让NPC关注ThePlayer。我有一个功能正常的NPCFollower脚本附加到一个角色,有两个动画,空闲和步行。 我想知道是否有人知道我如何使用'SimpleCharacterControl'script实现NPCFollower脚本,该脚本附加到带有多个动画的动画师的角色。我想呼吁两个动画,走路和闲置。我非常感谢你的帮助!
NPCFollow'脚本
public class NPCFollow : MonoBehaviour {
public GameObject ThePlayer;
public float TargetDistance;
public float AllowedDistance = 5;
public GameObject TheNPC;
public float FollowSpeed;
public RaycastHit Shot;
void Update () {
transform.LookAt(ThePlayer.transform);
if (Physics.Raycast(transform.position,transform.TransformDirection(Vector3.forward),out Shot))
{
TargetDistance = Shot.distance;
if(TargetDistance >= AllowedDistance)
{
FollowSpeed = 0.02f;
TheNPC.GetComponent<Animation>().Play("Walk");
}
else
{
FollowSpeed = 0;
TheNPC.GetComponent<Animation>().Play("Idle");
}
}
}
}
'SimpleCharacterControl'script
public class SimpleCharacterControl : MonoBehaviour {
private enum ControlMode
{
Tank,
Direct
}
[SerializeField] private float m_moveSpeed = 2;
[SerializeField] private float m_turnSpeed = 200;
[SerializeField] private float m_jumpForce = 4;
[SerializeField] private Animator m_animator;
[SerializeField] private Rigidbody m_rigidBody;
[SerializeField] private ControlMode m_controlMode = ControlMode.Direct;
private float m_currentV = 0;
private float m_currentH = 0;
private readonly float m_interpolation = 10;
private readonly float m_walkScale = 0.33f;
private readonly float m_backwardsWalkScale = 0.16f;
private readonly float m_backwardRunScale = 0.66f;
private bool m_wasGrounded;
private Vector3 m_currentDirection = Vector3.zero;
private float m_jumpTimeStamp = 0;
private float m_minJumpInterval = 0.25f;
private bool m_isGrounded;
private List<Collider> m_collisions = new List<Collider>();
private void OnCollisionEnter(Collision collision)
{
ContactPoint[] contactPoints = collision.contacts;
for(int i = 0; i < contactPoints.Length; i++)
{
if (Vector3.Dot(contactPoints[i].normal, Vector3.up) > 0.5f)
{
if (!m_collisions.Contains(collision.collider)) {
m_collisions.Add(collision.collider);
}
m_isGrounded = true;
}
}
}
private void OnCollisionStay(Collision collision)
{
ContactPoint[] contactPoints = collision.contacts;
bool validSurfaceNormal = false;
for (int i = 0; i < contactPoints.Length; i++)
{
if (Vector3.Dot(contactPoints[i].normal, Vector3.up) > 0.5f)
{
validSurfaceNormal = true; break;
}
}
if(validSurfaceNormal)
{
m_isGrounded = true;
if (!m_collisions.Contains(collision.collider))
{
m_collisions.Add(collision.collider);
}
} else
{
if (m_collisions.Contains(collision.collider))
{
m_collisions.Remove(collision.collider);
}
if (m_collisions.Count == 0) { m_isGrounded = false; }
}
}
private void OnCollisionExit(Collision collision)
{
if(m_collisions.Contains(collision.collider))
{
m_collisions.Remove(collision.collider);
}
if (m_collisions.Count == 0) { m_isGrounded = false; }
}
void Update () {
m_animator.SetBool("Grounded", m_isGrounded);
switch(m_controlMode)
{
case ControlMode.Direct:
DirectUpdate();
break;
case ControlMode.Tank:
TankUpdate();
break;
default:
Debug.LogError("Unsupported state");
break;
}
m_wasGrounded = m_isGrounded;
}
private void TankUpdate()
{
float v = Input.GetAxis("Vertical");
float h = Input.GetAxis("Horizontal");
bool walk = Input.GetKey(KeyCode.LeftShift);
if (v < 0) {
if (walk) { v *= m_backwardsWalkScale; }
else { v *= m_backwardRunScale; }
} else if(walk)
{
v *= m_walkScale;
}
m_currentV = Mathf.Lerp(m_currentV, v, Time.deltaTime * m_interpolation);
m_currentH = Mathf.Lerp(m_currentH, h, Time.deltaTime * m_interpolation);
transform.position += transform.forward * m_currentV * m_moveSpeed * Time.deltaTime;
transform.Rotate(0, m_currentH * m_turnSpeed * Time.deltaTime, 0);
m_animator.SetFloat("MoveSpeed", m_currentV);
JumpingAndLanding();
}
private void DirectUpdate()
{
float v = Input.GetAxis("Vertical");
float h = Input.GetAxis("Horizontal");
Transform camera = Camera.main.transform;
if (Input.GetKey(KeyCode.LeftShift))
{
v *= m_walkScale;
h *= m_walkScale;
}
m_currentV = Mathf.Lerp(m_currentV, v, Time.deltaTime * m_interpolation);
m_currentH = Mathf.Lerp(m_currentH, h, Time.deltaTime * m_interpolation);
Vector3 direction = camera.forward * m_currentV + camera.right * m_currentH;
float directionLength = direction.magnitude;
direction.y = 0;
direction = direction.normalized * directionLength;
if(direction != Vector3.zero)
{
m_currentDirection = Vector3.Slerp(m_currentDirection, direction, Time.deltaTime * m_interpolation);
transform.rotation = Quaternion.LookRotation(m_currentDirection);
transform.position += m_currentDirection * m_moveSpeed * Time.deltaTime;
m_animator.SetFloat("MoveSpeed", direction.magnitude);
}
JumpingAndLanding();
}
private void JumpingAndLanding()
{
bool jumpCooldownOver = (Time.time - m_jumpTimeStamp) >= m_minJumpInterval;
if (jumpCooldownOver && m_isGrounded && Input.GetKey(KeyCode.Space))
{
m_jumpTimeStamp = Time.time;
m_rigidBody.AddForce(Vector3.up * m_jumpForce, ForceMode.Impulse);
}
if (!m_wasGrounded && m_isGrounded)
{
m_animator.SetTrigger("Land");
}
if (!m_isGrounded && m_wasGrounded)
{
m_animator.SetTrigger("Jump");
}
}
}
答案 0 :(得分:0)
1)获取对ThePlayer的引用(您希望其他对象遵循的任何对象)。 2)找到ThePlayer的方向。 3)在DistanceFromTarget的更新检查中
if (DistanceFromTarget <= distanceUwant)
{
setMovingSpeed=0;
playIdelAnimation();
}
else
{
setMovingSpeed= asmuchyouwant;
playWalkAnimation();
}