拦截算法

//拦截算法
var targetTransform: Transform;//目标
var targetGameObject:GameObject;
var rotationSpeed:float=1.0;//旋转速度
var curSpeed:float = 12.0;//追击的速度
var striking_distance:float=2.0;//攻击范围 在攻击范围内停止
var find_distance:float=10.0;//发现范围
private var controller : CharacterController;
private var controller01 : CharacterController;
var Vr:Vector3;
var Sr:Vector3;
var tc:float;
var St:Vector3;

function Start()
{
  controller= GetComponent(CharacterController);
  controller01 = gameObject.Find(targetGameObject.name).GetComponent(CharacterController); 
}
function Update ()
{
    var dist = Vector3.Distance(targetTransform.position, transform.position);
 if(dist<find_distance )
 {
  Vr = controller01.velocity-controller.velocity;
  Sr = controller01.transform.position-controller.transform.position;
  tc = Sr.magnitude/ Vr.magnitude;
  St = controller01.transform.position + (controller01.velocity*tc);
  print(St);
  var direction:Vector3=St - transform.position;
  direction.y=0;
  transform.rotation = Quaternion.RotateTowards (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed);
    //transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction), 2);
    //print(transform.rotation);
   
    if (transform.rotation.eulerAngles .y == Quaternion.LookRotation(direction).eulerAngles.y)
    {
   var forward : Vector3 = transform.TransformDirection(Vector3.forward);
   
   if (dist >= striking_distance)
   {
      controller.SimpleMove(forward * curSpeed);
   }
    }
   }
}

原文地址:https://www.cnblogs.com/softimagewht/p/1920559.html