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Navigation自动寻路技术(一)

Navigation自动寻路技术(一)

作者: Wilson403 | 来源:发表于2018-05-05 22:53 被阅读0次

    写在前面

    第一篇:测试工具的定制
    Navigation是Unity内置的寻路解决方案

    场景图

    1

    注:蓝色的小旗是路径点。场景已经进行过烘焙,只有烘焙过的场景才能使用Navigation。

    正文

    • 将路径点组成一个网络进行管理
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    /// <summary>
    /// 将路径点组成一个网络进行管理
    /// </summary>
    [ExecuteInEditMode]
    public class AIWallpointNetWork : MonoBehaviour
    {
    
        //路径的显示类型
        public enum NetWorkDisPlayMode
        {
            //不显示
            NONE,
            //所有路径点连接在一起
            CONNECT,
            //两个路径点组成一条路径
            PATH 
        }
    
        //默认状态
        [HideInInspector]
        public NetWorkDisPlayMode DisPlayMode = NetWorkDisPlayMode.CONNECT;
        
        //存储路径点的列表
        public List<Transform> WallPoints = new List<Transform>();
        
        //PATH模式下的起始路径点
        [HideInInspector]
        public int from = 0;
        
        //PATH模式下的目标路径点
        [HideInInspector]
        public int to = 1;
    }
    
    
    • 声明编辑器类来定制自己的寻路测试工具

    注:请将该编辑器类放在Editor目录下

    using System.Collections;
    using System.Collections.Generic;
    using NUnit.Framework.Constraints;
    using UnityEngine;
    using UnityEditor;
    using UnityEngine.AI;
    using UnityEngine.Experimental.PlayerLoop;
    
    /// <summary>
    /// 该编辑器类定制自己的寻路测试工具
    /// </summary>
    [CustomEditor(typeof(AIWallpointNetWork))]
    public class AIWallpointNetWorkEditor : Editor
    {
        //自定义属性面板
        public override void OnInspectorGUI()
        {
            //所选目标
            AIWallpointNetWork network = target as AIWallpointNetWork;
    
            //定制枚举变量编辑器样式
            network.DisPlayMode =
                (AIWallpointNetWork.NetWorkDisPlayMode) EditorGUILayout.EnumPopup("DisPlayMode", network.DisPlayMode);
            
            //只有在PATH模式下才能操作from,to
            if (network.DisPlayMode == AIWallpointNetWork.NetWorkDisPlayMode.PATH)
            {
                //定制滑动条
                network.from = EditorGUILayout.IntSlider("Start", network.from, 0, network.WallPoints.Count - 1);
                network.to = EditorGUILayout.IntSlider("End", network.to, 0, network.WallPoints.Count - 1);
            }
    
            //绘制出原有默认的属性面板,当然已经声明了[HideInInspector]的字段不会被绘制,而是进行自定义绘制
            DrawDefaultInspector();
        }
    
        //自定义场景显示
        private void OnSceneGUI()
        {
            AIWallpointNetWork network = target as AIWallpointNetWork;
    
            //给所有的路径点在场景中显示名称
            for (int i = 0; i < network.WallPoints.Count; i++)
            {
                if (network.WallPoints[i] != null)
                    Handles.Label(network.WallPoints[i].transform.position, "WallPoint" + i.ToString());
            }
    
            //该数组存储所有路径点的位置信息,由于要实现环形连接,所以要加多一个长度
            Vector3[] LineWallPoints = new Vector3[network.WallPoints.Count + 1];
    
            //环形连接模式
            if (network.DisPlayMode == AIWallpointNetWork.NetWorkDisPlayMode.CONNECT)
            {
                for (int i = 0; i <= network.WallPoints.Count; i++)
                {
                    //最后一个值归零,也就是连接回原点
                    int index = i != network.WallPoints.Count ? i : 0;
                    if (network.WallPoints[index] != null)
                    {
                        LineWallPoints[i] = network.WallPoints[index].position;
                    }
                    else
                    {
                        LineWallPoints[i] = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
                    }
                }
                //颜色定制
                Handles.color = Color.yellow;
                //开始绘制线条
                Handles.DrawPolyLine(LineWallPoints);
            }
    
            //PATH模式下,所选的两个路经点会自动绘制出最佳路径,而不是单纯的直线连接
            else
            if(network.DisPlayMode == AIWallpointNetWork.NetWorkDisPlayMode.PATH)
            {
                //导航系统计算的路径
                NavMeshPath Path = new NavMeshPath();
    
                if (network.WallPoints[network.from] != null && network.WallPoints[network.to] != null)
                {
                    //起始点的位置
                    Vector3 from = network.WallPoints[network.from].position;
                    //目标点的位置
                    Vector3 to = network.WallPoints[network.to].position;
                    //开始路径计算,路径点存储在corners里
                    NavMesh.CalculatePath(from, to, NavMesh.AllAreas, Path);
                }
    
                //颜色定制,不同模式颜色最好不一样,便于识别
                Handles.color = Color.cyan;
                //开始绘制路线
                Handles.DrawPolyLine(Path.corners);
            }
    
            
        }
    }
    
    

    效果图

    Connect模式下
    Path模式下

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