我无法保持此方法运行。它运行1帧,然后它们会自行关闭。我在确定使它保持运行的逻辑上遇到麻烦。是的,敌人确实会检测玩家是否在视野内,并且在与墙壁碰撞时会停止,并且在玩家离开视场时也不会检测到玩家。
我已经尝试过更改if语句,但是总的来说,使代码基于FOV对撞机中现有的播放器运行非常重要。这个问题非常具体,所以我不知道该做些什么。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(AudioSource))]
public class EnemyAI : MonoBehaviour
{
public float patrolSpeed, chaseSpeed, chaseWaitTime, patrolWaitTime, castRadius;
public Transform[] wayPoints, wayPOI;
public Transform player;
public Animation flinch, die;
public AudioClip grunt, callOut, death;
public LayerMask mask;
public PlayerCheck check;
private float chaseTimer, patrolTimer, wanderTimer;
private int destIndex, destInit, destStart, health;
private bool playerIn;
protected string aggro, resting, warned, sawPlayer;
protected bool patroling;
public bool aggress;
private NavMeshAgent agent;
private Transform playerLP;
private Vector3 startPos;
private Animator anim;
private AudioSource aud;
MeshCollider fieldOfView;
void Awake()
{
//patroling = true;
startPos = transform.position;
destInit = destIndex;
agent = GetComponent<NavMeshAgent>();
agent.autoRepath = true;
agent.autoBraking = true;
fieldOfView = transform.GetChild(0).GetComponent<MeshCollider>();
if (fieldOfView == null)
{
Debug.LogError("The first object MUST be FOV, otherwise the script will not work correctly. 1");
}
check = GameObject.FindObjectOfType<PlayerCheck>();
anim = GetComponent<Animator>();
}
void FixedUpdate()
{
if (check == null)
{
check = GameObject.FindObjectOfType<PlayerCheck>();
}
playerIn = check.playerIn;
RaycastHit hit;
if (Physics.Linecast(transform.position, player.position, out hit, ~mask))
{
if (!playerIn)
{
Debug.DrawLine(transform.position, hit.point, Color.red);
}
else if (hit.collider.gameObject != null)
{
if (!hit.collider.CompareTag("Player"))
{
Debug.DrawLine(transform.position, hit.point, Color.blue);
return;
}
else
{
Debug.DrawLine(transform.position, hit.point, Color.green);
aggress = true;
}
}
}
if (aggress)
{
Aggro(sawPlayer);
}
if (patroling)
{
GoToNext();
}
}
void GoToNext()
{
patroling = true;
aggress = false;
if (wayPoints.Length == 0)
return;
if (playerIn)
return;
if (agent.remainingDistance < .7f)
{
agent.SetDestination(wayPoints[destIndex].position);
destIndex = (destIndex + 1) % wayPoints.Length;
}
}
void Aggro(string condition)
{
if (condition == sawPlayer)
{
Chase(player);
}
}
void Chase(Transform transform)
{
patroling = false;
if (playerIn)
{
agent.SetDestination(transform.position);
print("Chasing");
}
else
{
**Wander(sawPlayer, 15);**
print("Wander, please");
}
}
**void Wander(string condition, float time)**
{
patroling = false;
print(time);
wanderTimer += Time.deltaTime;
print("Wandering");
//this is where I'm having the most trouble, it will print wandering for 1 //frame then stop and go back to patroling
//once the player leaves the fov. I'm trying to figure out where the method //stops and why.
if (condition == sawPlayer)
{
if (wanderTimer >= time)
{
wanderTimer = 0;
if (!agent.pathPending && agent.remainingDistance < .5f)
{
GoToNext();
}
}
else
{
Vector3 vec;
vec = new Vector3(Random.Range(agent.destination.x - 10, agent.destination.x), Random.Range(agent.destination.y - 10, agent.destination.y), Random.Range(agent.destination.z - 10, agent.destination.z));
agent.destination = transform.InverseTransformDirection(vec);
if (agent.remainingDistance < .3f || wanderTimer > time)
{
GoToNext();
}
}
}
}
}