仅当光线投射没有击中障碍物时,才查看玩家

本文关键字:玩家 障碍物 光线投射 | 更新日期: 2023-09-27 18:32:30

我在这里得到了一个有效的回避脚本,但我遇到的唯一问题是它总是试图看着玩家,即使它绕过障碍物导致它抖动。我想知道如何让它只看玩家,如果光线投射没有击中障碍物,但同时让它向玩家移动。任何帮助将不胜感激,当前使用 unity3D

using UnityEngine;
using System.Collections;
public class enemyAI : MonoBehaviour
{   
    public Transform target;
    public float moveSpeed;
    public float rotationSpeed;
    public float minDistance = 0.5f;
    public static enemyAI enemyAIself; 
    RaycastHit hit;
    void Awake()
    {
       enemyAIself = this;   
    }
    void Start () 
    {
       GameObject goTo = GameObject.FindGameObjectWithTag("Player");
       target = goTo.transform;
    }
    void Update () 
    {
       Vector3 dir = (target.position - transform.position).normalized;
       if (Physics.Raycast(transform.position, transform.forward, out hit, 5.0f, (1<<8)))
       {
       Debug.DrawRay(transform.position, hit.point, Color.blue);
       dir += hit.normal  * 50;
       }
       Vector3 leftR = transform.position;
       Vector3 rightR = transform.position;
       leftR.x -= 2;
       rightR.x += 2;
       if (Physics.Raycast(leftR, transform.forward, out hit, 5.0f, (1<<8)))
       {
        Debug.DrawRay(leftR, hit.point, Color.blue);
          dir += hit.normal  * 50;
       }
       if (Physics.Raycast(rightR, transform.forward, 5.0f, (1<<8)))
       {
       Debug.DrawRay(rightR, hit.point, Color.blue);
       dir += hit.normal  * 50;
       } 
       Quaternion rot = Quaternion.LookRotation(dir);
       transform.rotation = Quaternion.Slerp(transform.rotation, rot, rotationSpeed * Time.deltaTime);
       if (Vector3.SqrMagnitude(target.position - transform.position)> (minDistance *  minDistance))
       {
         //move towards the target
         transform.position += transform.forward * moveSpeed * Time.deltaTime;
       }
    }

}

仅当光线投射没有击中障碍物时,才查看玩家

如果光线投射没有击中障碍物,则只看玩家,但同时让它向玩家移动

,你可以

在命中点创建临时航点 (Vector3)

沿障碍物移动航点,直到来自它的光线投射停止击中障碍物

移动到此航点

继续走向玩家