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Unity2022.3基于NavMeshLink实现跳跃障碍物(

Unity2022.3基于NavMeshLink实现跳跃障碍物(

作者: Clean_1306 | 来源:发表于2023-10-13 13:24 被阅读0次
1.首先在pack manager导入 AI Navigation包
QQ截图20231014124003.png
2.参照官方文档的连接制作跳跃点

https://docs.unity3d.com/Packages/com.unity.ai.navigation@1.1/manual/CreateOffMeshLink.html
注意: 上面的连接跳跃点使用的是Off Mesh Link(Nav Mesh Link)本质上差不太多,自己研究研究就好,懒得赘述了~
当我们按照文档操作以后会发现,跳跃点其实是走过去的,不是跳过去的!效果如下

动画.gif
如果要解决这个问题,其实需要额外的代码来处理,这里官方案例是有的,所以我们导入官方案例。
QQ截图20231014131659.png
这里可以看到我的导入按钮是Reimport,是因为我已经导入了!
导入后,里面有很多案例可以研究,具体就自己研究了,要解决我们上面的问题,我们需要使用到官方案例的一个脚本,脚本名字叫“AgentLinkMover”,所以直接搜索脚本名字,然后挂载到你的Nav Mesh Agent组件的游戏物体上即可。
如图: QQ截图20231014132017.png
然后我们运行就会发现,可以起跳啦!
动画1.gif

大工告成!

参考连接:“https://www.youtube.com/watch?v=dpJUc_BpChw&t=349s

脚本代码:

using UnityEngine.AI;
using System.Collections;

namespace Unity.AI.Navigation.Samples
{
    public enum OffMeshLinkMoveMethod
    {
        Teleport,
        NormalSpeed,
        Parabola,
        Curve
    }

    /// <summary>
    /// Move an agent when traversing a OffMeshLink given specific animated methods
    /// </summary>
    [RequireComponent(typeof(NavMeshAgent))]
    public class AgentLinkMover : MonoBehaviour
    {
        public OffMeshLinkMoveMethod m_Method = OffMeshLinkMoveMethod.Parabola;
        public AnimationCurve m_Curve = new AnimationCurve();

        IEnumerator Start()
        {
            NavMeshAgent agent = GetComponent<NavMeshAgent>();
            agent.autoTraverseOffMeshLink = false;
            while (true)
            {
                if (agent.isOnOffMeshLink)
                {
                    if (m_Method == OffMeshLinkMoveMethod.NormalSpeed)
                        yield return StartCoroutine(NormalSpeed(agent));
                    else if (m_Method == OffMeshLinkMoveMethod.Parabola)
                        yield return StartCoroutine(Parabola(agent, 2.0f, 0.5f));
                    else if (m_Method == OffMeshLinkMoveMethod.Curve)
                        yield return StartCoroutine(Curve(agent, 0.5f));
                    agent.CompleteOffMeshLink();
                }

                yield return null;
            }
        }

        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 = m_Curve.Evaluate(normalizedTime);
                agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
                normalizedTime += Time.deltaTime / duration;
                yield return null;
            }
        }
    }
}

代码是官方案例的,主要用来处理项目中类似需要动画等需求,所以只做抛砖引玉提供思路,代码部分我懒得做探讨了,就这样~

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