1.首先在pack manager导入 AI Navigation包
![](https://img.haomeiwen.com/i3715609/ac9a7e55bee725e2.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
![](https://img.haomeiwen.com/i3715609/947cffda75275a6e.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。
![](https://img.haomeiwen.com/i3715609/9c1bf2f5a9c098ee.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:
![](https://img.haomeiwen.com/i3715609/7a565aa73fd2b6a7.png)
然后我们运行就会发现,可以起跳啦!
![](https://img.haomeiwen.com/i3715609/d1798c9958d8b647.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;
}
}
}
}
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