AI运动的基类

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class Vehicle : MonoBehaviour 
 5 {
 6     //行为列表
 7     private Steering[] steerings;
 8     //这个AI角色的最大速度
 9     public float maxSpeed = 10;
10     //这个AI角色的最大力
11     public float maxForce = 100;
12     //速度平方提前存起来节省资源
13     protected float sqrMaxSpeed;
14     //质量
15     public float mass = 1;
16     //速度
17     public Vector3 velocity;
18     //转向速度
19     public Vector3 damping = 0.9f;
20     //操纵力的时间间隔
21     public float computeInterval = 0.2f;
22     //是否在二位平面上,如果在 计算两个GameObject的距离时忽略Y
23     public bool isPlanar = true;
24     //计算得到的操控力
25     private Vector3 steeringForce;
26     //加速度
27     protected Vector3 acceleration;
28     //计时器
29     private float timer;
30 
31     protected void Start()
32     {
33         steeringForce = new Vector3 (0,0,0);
34         sqrMaxSpeed = maxSpeed * maxSpeed;
35         timer = 0;
36         steerings = GetComponent<Steering> ();
37     }
38 
39     void Update ()
40     {
41         timer += Time.deltaTime;
42         steeringForce = new Vector3 (0,0,0);
43         if(timer > computeInterval)
44         {
45             //将所有行为所附加的操纵力求和
46             foreach(Steering s in steerings)
47             {
48                 if(s.enabled)
49                 {
50                     steeringForce += s.Force*s.weight;
51                 }
52             }
53             steeringForce = Vector3.ClampMagnitude(steeringForce,maxForce);
54             acceleration = steeringForce / mass;
55             timer = 0;
56         }
57     }
58 }

 

posted @ 2015-12-18 16:52  Akishimo  阅读(217)  评论(0编辑  收藏  举报