场景图
public class PlayerManage : MonoBehaviour
{
RaycastHit hitFoward, hitRight, hitLeft;
//射线长度,控制距离障碍物多远的时候开始触发躲避
float rayLength;
//碰到障碍物时的反向作用力
Vector3 reverseForce;
//物体自身的速度
public Vector3 velocitySelf;
//判断是否在进行转弯
bool IsTurn;
void Start()
{
rayLength = 2;
}
void Update()
{
Debug.DrawLine(transform.position, transform.position + transform.forward, Color.cyan);
Debug.DrawLine(transform.position, transform.position + (transform.forward + transform.right).normalized, Color.cyan);
Debug.DrawLine(transform.position, transform.position + (transform.forward - transform.right).normalized, Color.cyan);
if (Physics.Raycast(transform.position, transform.forward, out hitFoward, rayLength))
{
//Raycast.normal表示光线射到此表面时,在此处的法线单位向量
reverseForce = hitFoward.normal * (rayLength - (hitFoward.point - transform.position).magnitude);
IsTurn = true;
}
if (Physics.Raycast(transform.position, transform.forward + transform.right, out hitFoward, rayLength))
{
reverseForce = hitFoward.normal * (rayLength - (hitFoward.point - transform.position).magnitude);
IsTurn = true;
}
if (Physics.Raycast(transform.position, transform.forward - transform.right, out hitFoward, rayLength))
{
reverseForce = hitFoward.normal * (rayLength - (hitFoward.point - transform.position).magnitude);
IsTurn = true;
}
if (!IsTurn)
{
reverseForce = Vector3.zero;
//通过这个控制当物体躲避完障碍物以后速度变为原来的速度,为防止物体的速度越来越大
velocitySelf = velocitySelf.normalized * (new Vector3(3, 0, 3).magnitude);
}
velocitySelf += reverseForce;
transform.position += velocitySelf * Time.deltaTime;
if (velocitySelf.magnitude > 0.01)
{
//控制物体转弯,让物体的正前方和速度的方向保持一致
transform.forward = Vector3.Slerp(transform.forward, velocitySelf, Time.deltaTime);
}
IsTurn = false;
}
}
若水GIF截图_2016年12月10日12点6分32秒.gif
这里边注意
这个就是获取射线碰到墙时的那个法线方向,就是操纵力的方向,如下图
Paste_Image.png通过渗透深度,来判断操纵力的大小
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