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");