我不知道這是一個正確的地方問這個問題。因爲這是一個遊戲開發相關的問題。我在這裏發佈這個問題(gamedev.stackexchange.com - https://gamedev.stackexchange.com/questions/109190/navmashagent-not-moving),但仍然沒有迴應。並在Unity論壇中發帖(http://answers.unity3d.com/questions/1075904/navmashagent-not-moving-in-unity3d-5.html)。任何一個在這裏幫助我。Unity3D NavMashAgent不移動 - #代碼
生病後在這裏我的問題再次
我試着去一個立方體移動到檢查點。 FindClosestTarget()方法提供最接近的檢查點。當Cube碰到CheckPoint時,ChackPoint將被設置爲非活動狀態。碰撞發生時FindClosestTarget()再次調用並獲取最近的新CheckPoint。事情是立方體不動。它看最近的檢查點,但不移動。
using UnityEngine;
using System.Collections;
public class EnimyAI03N : MonoBehaviour {
NavMeshAgent agent;
Transform Target;
private float rotationSpeed=15.0f;
void Start() {
agent = GetComponent<NavMeshAgent>();
Target = FindClosestTarget().transform;
}
void Update()
{
LookAt (Target);
MoveTo (Target);
}
// Turn to face the player.
void LookAt (Transform T){
// Rotate to look at player.
Quaternion rotation= Quaternion.LookRotation(T.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime*rotationSpeed);
//transform.LookAt(Target); alternate way to track player replaces both lines above.
}
void MoveTo (Transform T){
agent.SetDestination(T.position);
}
void OnCollisionEnter (Collision col)
{
if(col.gameObject.name.Contains("CheckPoint"))
{
Target = FindClosestTarget().transform;
}
}
GameObject FindClosestTarget() {
GameObject[] gos;
gos = GameObject.FindGameObjectsWithTag("CheckPoint");
GameObject closest=null;
float distance = Mathf.Infinity;
Vector3 position = transform.position;
foreach (GameObject go in gos) {
Vector3 diff = go.transform.position - position;
float curDistance = diff.sqrMagnitude;
if (curDistance < distance) {
closest = go;
distance = curDistance;
}
}
return closest;
}
}
您需要檢查並循環通過僅有的檢查點! –
通過FindClosestTarget()收集活動檢查點自動收集。我使用unity3d 5 –