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這個腳本的大部分工作原理,然而敵人在尋路時會失敗並穿過建築物或牆壁。有沒有辦法阻止這種情況?碰撞檢測腳本有時會失敗
using UnityEngine;
using System.Collections;
namespace Daniel {
public class EnemyAI : Living {
// Detection private int range = 10; private float speed = 10f; private bool isThereAnyThing = false;
// Waypoints/Targets
public GameObject[] targets;
private float rotationSpeed = 900f;
private RaycastHit hit;
GameObject target;
[SerializeField]
private int randomTarget = 0;
[SerializeField]
float timeToNextCheck = 3;
public float effectTimer = 2f;
public GameObject deathEffect;
public LayerMask detectThis;
void Start()
{
randomTarget = Random.Range(0, 8);
target = targets[randomTarget];
}
void FixedUpdate()
{
timeToNextCheck = timeToNextCheck - Time.deltaTime;
ScanForNewWaypoint();
LookAtTarget();
Move();
CheckForObsticales();
}
void LookAtTarget()
{
//Look At Somthly Towards the Target if there is nothing in front.
if (!isThereAnyThing)
{
Vector3 relativePos = target.transform.position - transform.position;
Quaternion rotation = Quaternion.LookRotation(relativePos);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime);
}
}
void Move()
{
// Enemy translate in forward direction.
transform.Translate(Vector3.forward * Time.deltaTime * speed);
}
public void CheckForObsticales()
{
//Checking for any Obstacle in front.
// Two rays left and right to the object to detect the obstacle.
Transform leftRay = transform;
Transform rightRay = transform;
//Use Phyics.RayCast to detect the obstacle
if (Physics.Raycast(leftRay.position + (transform.right * 7f), transform.forward, out hit, range, detectThis) || Physics.Raycast(rightRay.position - (transform.right * 7f), transform.forward, out hit, range))
{
if (hit.collider.gameObject.CompareTag("Obstacles"))
{
isThereAnyThing = true;
transform.Rotate(Vector3.up * Time.deltaTime * rotationSpeed);
}
}
// Now Two More RayCast At The End of Object to detect that object has already pass the obsatacle.
// Just making this boolean variable false it means there is nothing in front of object.
if (Physics.Raycast(transform.position - (transform.forward * 4), transform.right, out hit, 10, detectThis) ||
Physics.Raycast(transform.position - (transform.forward * 4), -transform.right, out hit, 10, detectThis))
{
if (hit.collider.gameObject.CompareTag("Obstacles"))
{
isThereAnyThing = false;
}
}
}
public void ScanForNewWaypoint()
{
CheckForObsticales();
if (timeToNextCheck <= 0)
{
timeToNextCheck = Random.Range(6, 3);
randomTarget = Random.Range(0, 8);
target = targets[randomTarget];
}
}
public override void TakeHit(float dmg, Vector3 hitPoint, Vector3 hitDirection)
{
if (dmg >= health)
{
Destroy(Instantiate(deathEffect, hitPoint, Quaternion.FromToRotation(Vector3.forward, hitDirection)) as GameObject, effectTimer);
Debug.Log("Exploded");
}
base.TakeHit(dmg, hitPoint, hitDirection);
}
}
}
這可能不是合適的做法......但你仍然有問題,如果你改變'FixedUpdate()''來更新()'? – ryeMoss
嘗試設置從離散到連續型 – Isma
您的剛體碰撞檢測我可能是錯的,但你正在做的只有4個主要方向光線投射,所以或許光線投射只是缺少障礙(即光線投射高於或障礙物等..下)。 –