using UnityEngine;
using System.Collections;

public class PlayerMoveToTarget : MonoBehaviour {
    
    public CharacterController[] players;
    public Vector3[] targetPosition;

    private int rotationSpeed = 5;
    private float speed = 0.05f;
    public Camera camera;
    void Start(){
        targetPosition = new Vector3[players.Length];
        for(int i=0;i<players.Length;i++){
            targetPosition[i]=Vector3.zero;
        }
    }

    void Update () {
        if(Input.GetMouseButtonUp(0)){
            SetTargetPosition();
        }
        for(int i=0;i<players.Length;i++){
            if (targetPosition[i]!=Vector3.zero){
                this.MoveTo(i);
            }
        }
    }
    
    void SetTargetPosition(){
        Vector3 cursorScreenPosition = Input.mousePosition;//鼠标在屏幕上的位置   
        Ray ray = camera.ScreenPointToRay(cursorScreenPosition);//在鼠标所在的屏幕位置发出一条射线(暂名该射线为x射线)   
        RaycastHit hit;  
        if(Physics.Raycast(ray,out hit)){  
           if(hit.collider.gameObject.name=="Terrain"){//设置地形name为Terrain 
                for(int i=0;i<players.Length;i++){
                    targetPosition[i]=hit.point;
                }
           }  
        }  
    }
    
    public  void MoveTo(int controllerIndex){

        if(Mathf.Abs(Vector3.Distance(targetPosition[controllerIndex], players[controllerIndex].transform.position))<1.3f){
            targetPosition[controllerIndex] = Vector3.zero;
            return;    
        }

        players[controllerIndex].transform.LookAt(new Vector3(targetPosition[controllerIndex].x,players[controllerIndex].transform.position.y,targetPosition[controllerIndex].z));
        
        Vector3 v = Vector3.ClampMagnitude(targetPosition[controllerIndex] -  players[controllerIndex].transform.position,speed); 
        players[controllerIndex].Move(v);
   }
}
posted on 2012-07-17 10:52  雨季  阅读(644)  评论(0编辑  收藏  举报