使NPC在UNITY上下波动

时间:2019-03-08 04:34:24

标签: c# unity3d kinematics waypoint

所以我有这段代码,它是使用航点使敌人向上然后向下,它确实有效,但是由于一个奇怪的原因,在航点之间进行一些循环之后,它一直到达无穷远,并通过顶部航点(wp0),为什么会这样???我一直在弄代码,但没有任何东西能得到适当的表现。

该代码用于具有运动刚体的NPC,它在空中“漂浮”,并且可以像在马里奥兄弟游戏中飞行的科帕斯一样上下浮动...

public GameObject[] myWaypoints;
float direction = 1f; //1 up, 0 stop. -1 down.
int _myWaypointIndex = 0; // used as index for My_Waypoints
float _moveTime;
float _vx = 0f;
bool _moving = true;
public float waitAtWaypointTime = 1f;   // how long to wait at a waypoint
public bool loopWaypoints = true; // should it loop through the waypoints

void EnemyMovement()
{
    // if there isn't anything in My_Waypoints
    if ((myWaypoints.Length != 0) && (_moving))
    {

        // make sure the enemy is facing the waypoint (based on previous movement)
        Flip(_vx);

        // determine distance between waypoint and enemy
        _vx = myWaypoints[_myWaypointIndex].transform.position.y - _transform.position.y;

        direction = Mathf.Sign(myWaypoints[_myWaypointIndex].transform.position.y);
        Debug.Log("Direction = " + direction);

        // if the enemy is close enough to waypoint, make it's new target the next waypoint
        if (Mathf.Abs(_vx) <= 0.05f)
        {
            Debug.Log("changin to the next waypoint");

            // At waypoint so stop moving
            _rigidbody.velocity = new Vector2(0, 0);

            // increment to next index in array
            _myWaypointIndex++;

            Debug.Log("_myWaypointIndex = " + _myWaypointIndex);
            Debug.Log("Length = " + myWaypoints.Length);
            direction *= -1;
            Debug.Log("New Direction = " + direction);

            // reset waypoint back to 0 for looping
            if (_myWaypointIndex >= myWaypoints.Length)
            {
                Debug.Log("True");
                if (loopWaypoints)
                {
                    _myWaypointIndex = 0;
                }
                else
                {
                    _moving = false;
                }
            }

            // setup wait time at current waypoint
            _moveTime = Time.time + waitAtWaypointTime;
        }
        else
        {
            // enemy is moving
            _animator.SetBool("Moving", true);

            // Set the enemy's velocity to moveSpeed in the y direction.
            _rigidbody.velocity = new Vector2(0.0f, _transform.localScale.y * moveSpeed * direction);

        }

    }
}

3 个答案:

答案 0 :(得分:0)

我认为问题是,当您将_myWaypointIndex重置为0时,loopWaypoints在其他功能中,但是else并没有使NPC停止,因此也许会继续移动到下一个找不到它的航点索引尚未重置,因此_vx距离永远不会为0,请尝试检查loopWaypoints是否在需要时更改值,错误可能在那里。

        if (loopWaypoints)
        {
            _myWaypointIndex = 0;
        }
        else
        {
            _moving = false;
            //Stop the movment 
            moveSpeed = 0;
        }

答案 1 :(得分:0)

也许: 如果敌人通过最后一个航点并且_vx> 0.05f,会发生什么?

它不会被抓住:

if (Mathf.Abs(_vx) <= 0.05f)

答案 2 :(得分:0)

问题在于,在Mathf.abs(_vx)<= 0.05f中,_vx值永远不会达到0.05f以下。

您应该做的是在航点上附加一个触发器,并在玩家接触该触发器时更改航点坐标。

或者这样做。

_vx =   Mathf.Abs(myWaypoints 
[_myWaypointIndex].  
transform.position.y) - 
Mathf.Abs(_transform.position.y);

//And then write.

if (_vx <= 0.5f)
   // change coordinate.'''