2018-12-21 NavMeshAgent 预计算路径
作者:
流光念岁月 | 来源:发表于
2018-12-21 13:48 被阅读0次using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class TestAng : MonoBehaviour {
public GameObject target; //获取目标点,注意在面板中赋值
NavMeshAgent mr; //声明变量
// Use this for initialization
void Start()
{
//获取到自身的NavMeshAgent组件
mr = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
//使用属性将目标点的坐标进行传递
// mr.destination = target.transform.position;
//使用方法获取目标点坐标,,和前一行代码作用相同
//mr.SetDestination(target.transform.position);
if (Input.GetKeyUp(KeyCode.A))
{
NavMeshPath path = new NavMeshPath();
mr.CalculatePath(target.transform.position, path);
float dis = 0;
if (path.status==NavMeshPathStatus.PathComplete)
{
for (int i = 0; i < path.corners.Length; i++)
{
if (i == path.corners.Length - 1)
{
continue;
}
dis += Vector3.Distance(path.corners[i], path.corners[i + 1]);
}
Debug.Log("自己计算路径点:" + dis);
Debug.Log("Api计算路径点:" + path.GetCornersNonAlloc(path.corners));
}
}
}
}
本文标题:2018-12-21 NavMeshAgent 预计算路径
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