目录
45、Navmesh路径
更新PlayerBot.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random;
public class PlayerBot : Player
{
……
void FixedUpdate()
{
if (isDead) return;
if (inRange.Count == 0)
{
if (Vector3.Distance(transform.position, targetPoint) < agent.stoppingDistance)
{
RandomPoint(transform.position, range * 3, out targetPoint);
}
}
else
{
if (Vector3.Distance(transform.position, targetPoint) < agent.stoppingDistance)
{
RandomPoint(inRange[0].transform.position, range * 2, out targetPoint);
}
for (int i = 0; i < inRange.Count; ++i)
{
RaycastHit hit;
if (Physics.Linecast(transform.position, inRange[i].transform.position, out hit))
{
Vector3 lookPos = inRange[i].transform.position;
turret.LookAt(lookPos);
turret.eulerAngles = new Vector3(-90, turret.eulerAngles.y, 0);
Vector3 shotDir = lookPos - transform.position;
if (Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Shoot((short) (shotDir.x * 10), (short) (shotDir.z * 10));
}
break;
}
}
}
}
public void Shoot(short xPos, short zPos)
{
Vector3 shotCenter =
Vector3.Lerp(shotPos.position, new Vector3(xPos / 10f, shotPos.position.y, zPos / 10f), 0.6f);
// 创建子弹,并同步到客户端
GameObject obj = Instantiate(BulletPrefab, shotCenter, Quaternion.Euler(0, turret.eulerAngles.y, 0)); //把预制体实例化出子弹
obj.GetComponent<Bullet>().owner = gameObject;
Mirror.NetworkServer.Spawn(obj,obj.GetComponent<Mirror.NetworkIdentity>().assetId); // 在服务器端生成,并同步到客户端
}
protected override void RpcRespawn()
{
StartCoroutine(Respawn());
}
IEnumerator Respawn()
{
isDead = true;
inRange.Clear();
agent.isStopped = true;
ToggleComponents(false);
yield return new WaitForSeconds(GameManager.GetInstance().respawnTime);
ToggleComponents(true);
targetPoint = GameManager.GetInstance().GetSpawnPosition(teamIndex);
transform.position = targetPoint;
agent.Warp(targetPoint);
agent.isStopped = false;
isDead = false;
}
void ToggleComponents(bool state)
{
GetComponent<Rigidbody>().isKinematic = state;
GetComponent<Collider>().enabled = state;
for (int i = 0; i < transform.childCount; ++i)
{
transform.GetChild(i).gameObject.SetActive(state);
}
}
}
46、游戏开始界面制作
点击应用后
优化按钮UI
效果
【 完结 】