Unity制作王者荣耀笔记(五)用自带导航系统控制小兵移动

首先创建可行走的路径进行静态导航烘焙

烘焙结果:

烘焙好路线之后,让小兵行走,我们在生成小兵时告知小兵行走的目标点,这个小兵是我方小兵,所以行走目标点是敌方塔:脚本如下:

小兵身上脚本:

using UnityEngine;
using System.Collections;

public class CreatSoldier : MonoBehaviour {
    [SerializeField]
    GameObject soliderPrefab;
    [SerializeField]
    Transform startTran;
    [SerializeField]
    Transform soliderParent;
    //是否生成小兵默认为true
    bool isCreateSolider = true;
    //生成小兵的数量
    public int soliderCount;

    //虽然目标点对象不能直接托给预制体,但是可以在创建预制体的时候给他赋值
    [SerializeField]
    Transform[] towers;
    private void Start()
    {
        StartCoroutine(Create(0,1,5));
    }


    //生成一个小兵
    /// <summary>
    /// 小兵生成的位置
    /// 小兵需要到达的目标点
    /// </summary>
    /// <param name="startTran"></param>
    /// <param name="towers"></param>
    void CreateSmartSolider(Transform startTran ,Transform[] towers)
    {
        GameObject obj= Instantiate(soliderPrefab, startTran.position,Quaternion.identity)as GameObject;
        obj.transform.parent = soliderParent;//生成的小兵指定父物体
        //给生成的小兵指定目标点对象,
        SmartSolider solider = obj.GetComponent<SmartSolider>();
        solider.towers = towers;

    }
    //协程生成一波一波小兵
    /// <summary>
    /// </summary>
    /// <param name="time">游戏开始后几秒开始生成士兵</param>
    /// <param name="delyTime">同一波内两个小兵生成的间隔</param>
    /// <param spwanTime="">下一波小兵生成的时间间隔</param>
    /// <returns></returns>
    IEnumerator Create(float time,float delyTime,float spwanTime)
    {
        yield return new WaitForSeconds(time);
        while (isCreateSolider)
        {
            //一个for循环代表一波小兵
            for (int i=0;i<soliderCount;i++)
            {
                CreateSmartSolider(startTran,towers);
                yield return new WaitForSeconds(delyTime);
            }
            //等待下一波小兵生成的时间
              yield return new  WaitForSeconds(spwanTime);
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class SmartSolider : MonoBehaviour {

    public Transform target;
    private Animation ani;
    private NavMeshAgent nav;
    public Transform[] towers;
	// Use this for initialization
	void Start () {

        nav = GetComponent<NavMeshAgent>();
        ani = GetComponent<Animation>();
	}
	
	// Update is called once per frame
	void Update () {
        SoliderMove();

    }

    void SoliderMove()
    {

        if (target==null)
        {
            //目标点为空,需要寻找一下目标点
            target = GetTarget();
            return;
        }
        ani.CrossFade("Run");
        nav.SetDestination(target.position);
    }
    //假如小兵跑向的目标点是塔
    Transform GetTarget()
    {
        for (int i=0;i<towers.Length;i++)
        {

            if (towers[i]!=null)
            {
                return towers[i];
            }

        }
        return null;
    }
}
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转载自blog.csdn.net/qq_40229737/article/details/103593960