自定义OffMeshLink跳跃曲线

upload_2015-3-25_13-57-30.png 

很多时候我们需要做类似上图的OffMeshLink的跳跃功能,并方便添加跳跃动画,Unity本身没提供,但是有官方的案例提供了方法,很多人没找到,故贴出来

原链接:https://github.com/Unity-Technologies/NavMeshComponents/blob/master/Assets/Examples/Scripts/AgentLinkMover.cs

我在它的基础上添加了两个多播委托及快速转向(红字显示),用来检测跳跃开始及结束,方便用来做跳跃动画的,而且NavMeshAgentde转速太慢,我添加一个快速转向到落地点的方法。

用不到的就用原版吧。

using UnityEngine;
using System.Collections;
using UnityEngine.AI;

public enum OffMeshLinkMoveMethod
{
    Teleport,
    NormalSpeed,
    Parabola,
    Curve
}

[RequireComponent(typeof(NavMeshAgent))]
public class AgentLinkMover : MonoBehaviour
{
    public OffMeshLinkMoveMethod method = OffMeshLinkMoveMethod.Parabola;
    public AnimationCurve curve = new AnimationCurve();
    public float CurveTime = .5f;
    public float FaceTime = .1f;

    public delegate void OnStartEvent();
    public event OnStartEvent OnStart;
    public delegate void OnCompleteEvent ();
    public event OnCompleteEvent OnComplete;

    IEnumerator Start()
    {
        NavMeshAgent agent = GetComponent<NavMeshAgent>();
        agent.autoTraverseOffMeshLink = false;
        while (true)
        {
            if (agent.isOnOffMeshLink)
            {                
                yield return StartCoroutine (FaceToTarget (agent, FaceTime));
                if (method == OffMeshLinkMoveMethod.NormalSpeed)
                    yield return StartCoroutine(NormalSpeed(agent));
                else if (method == OffMeshLinkMoveMethod.Parabola)
                    yield return StartCoroutine(Parabola(agent, 2.0f, 0.5f));
                else if (method == OffMeshLinkMoveMethod.Curve)
                    yield return StartCoroutine(Curve(agent, CurveTime));
                agent.CompleteOffMeshLink();
                agent.updateRotation = true;
                OnComplete ();
            }
            yield return null;
        }
    }

    IEnumerator FaceToTarget(NavMeshAgent agent,float duration){
        agent.updateRotation = false;
        OffMeshLinkData data = agent.currentOffMeshLinkData;
        Quaternion startRotation = agent.transform.rotation;
        Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
        var endRotation = Quaternion.LookRotation (new Vector3 (endPos.x - agent.transform.position.x, 0, endPos.z - transform.position.z));
        float normalizedTime = 0.0f;
        while (normalizedTime < 1.0f)
        {
            agent.transform.rotation = Quaternion.Slerp(startRotation ,endRotation ,normalizedTime);
            normalizedTime += Time.deltaTime / duration;
            yield return null;
        }
        OnStart ();
    }

    IEnumerator NormalSpeed(NavMeshAgent agent)
    {
        OffMeshLinkData data = agent.currentOffMeshLinkData;
        Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
        while (agent.transform.position != endPos)
        {
            agent.transform.position = Vector3.MoveTowards(agent.transform.position, endPos, agent.speed * Time.deltaTime);
            yield return null;
        }
    }
    IEnumerator Parabola(NavMeshAgent agent, float height, float duration)
    {
        OffMeshLinkData data = agent.currentOffMeshLinkData;
        Vector3 startPos = agent.transform.position;
        Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
        float normalizedTime = 0.0f;
        while (normalizedTime < 1.0f)
        {
            float yOffset = height * 4.0f * (normalizedTime - normalizedTime * normalizedTime);
            agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
            normalizedTime += Time.deltaTime / duration;
            yield return null;
        }
    }
    IEnumerator Curve(NavMeshAgent agent, float duration)
    {
        OffMeshLinkData data = agent.currentOffMeshLinkData;
        Vector3 startPos = agent.transform.position;
        Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
        float normalizedTime = 0.0f;
        while (normalizedTime < 1.0f)
        {
            float yOffset = curve.Evaluate(normalizedTime);
            agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
            normalizedTime += Time.deltaTime / duration;
            yield return null;
        }
    }
}

用法,附着到NavMeshAgent物体上,选择需要的移动方式即可,然后搭配一下代码食用更佳:

AgentLinkMover mover = GetComponent<AgentLinkMover>();
mover.OnStart += () => print("start");
mover.OnComplete += () => print("complete");
原文地址:https://www.cnblogs.com/CodeSnippet/p/7835361.html