AI 人工智能 探索 (三)

时间:2023-03-09 19:12:26
AI 人工智能 探索 (三)

三类子弹的设计

using UnityEngine;
using System.Collections; public class AI : AssembleModel
{
private Hashtable table;
private Transform target;
void Start()
{
table = new Hashtable();
target = Spawner("Target");//单个创建
}
void Update()
{
//方向
Vector3 mousePos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.y);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(mousePos);
iTween.LookUpdate(gameObject, iTween.Hash("looktarget", worldPos, "time", , "axis", "y")); //瞄准图
RaycastHit hit = new RaycastHit();
Ray cameraRay = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(cameraRay.origin, cameraRay.direction, out hit, ))
{
target.position = hit.point;
} //fire:开火
if (Input.GetMouseButtonDown())
{
// Transform transforms = Spawner("Capsule");//炮弹
// transforms.GetComponent<Bom>().OnPosition(this.transform, target); // Transform transforms = Spawner("bullet");//子弹
// transforms.GetComponent<Emission>().OnPosition(this.transform); Transform transforms = Spawner("daodan");//导弹
transforms.GetComponent<Missile>().OnPosition(this.transform, target);
}
}
//离开碰撞
void OnTriggerExit(Collider other)
{
//如果消失
if (other.transform.name == otherName)
{
touch = false;
otherName = "";
}
table.Remove(other.transform.name);
StartCoroutine(Independent(0.1f));
}
//多物体碰撞 ,当移除后,必须检测已有碰撞中是否还有符合条件的
IEnumerator Independent(float i)
{
if (touch == false) //没碰
{
foreach (DictionaryEntry de in table)
{
//检测碰撞,发现导入方法
//加入
Transform transform = de.Value as Transform;
if (OnDetection(transform))
{
otherName = transform.name;
touch = true;
}
}
}
yield return new WaitForSeconds(i);//n秒执行一次 遍历,提高效率
} private bool touch = false;//和目标物体发生碰撞没有
private string otherName;//目标物体
//进入碰撞
void OnTriggerEnter(Collider other)
{
table.Add(other.transform.name, other.transform); if (this.transform.GetComponent<Attribute>().att == )
{
//测试用
print(other.transform.name);
print(table.Count);
}
if (touch == false) //没碰
{
foreach (DictionaryEntry de in table)
{
//检测碰撞,发现导入方法
//加入
Transform transform = de.Value as Transform;
if (OnDetection(transform))
{
otherName = other.transform.name;
touch = true;
}
}
}
}
//检测碰撞
bool OnDetection(Transform tr)
{
if (tr.name != transform.name)//碰点不是自己
{
//这里写方法判断逻辑
if (tr.GetComponent<Attribute>().att != this.transform.GetComponent<Attribute>().att)//不同属性对打,相同属性 不打
{
return true;
}
else
{//重新选择敌人
return false;
}
}
return false;
} //逗留碰撞
void OnTriggerStay(Collider other)
{
if (other.transform.name == otherName)
{
//检测距离
float distance = Vector3.Distance(this.transform.position, other.transform.position);//距离公式 //根据距离 发射子弹,
if (this.transform.name == "momo(Clone)001")//测试用
{
this.transform.LookAt(other.transform);
// print(this.transform.name + "发射" + otherName);//发射等通知 或 发射不等
}
}
} }
using UnityEngine;
using System.Collections;
//子弹轨迹
public class Emission : MonoBehaviour { // Use this for initialization
void Start () { }
private Transform transforms;
public void OnPosition(Transform vec)
{
transforms = vec;
this.transform.position = new Vector3(transforms.position.x, 1.5f, transforms.position.z);
this.transform.rotation = transforms.rotation;
this.transform.rigidbody.velocity = transforms.TransformDirection(Vector3.forward * );
}
void Update () { }
}
using UnityEngine;
using System.Collections;
//导弹
public class Missile : AssembleModel
{
public void OnPosition(Transform transforms, Transform target)
{
missileSpeed = 31f;//子弹速度
missileRotateSpeed = 2f;//子弹方向
missile = transforms;
man = target;
if (man != null && missile != null)
{
float manWidth = man.GetComponent<MeshFilter>().mesh.bounds.size.x * man.localScale.x;
float missileLength = missile.GetComponent<MeshFilter>().mesh.bounds.size.z * missile.localScale.z;
collisionDistance = manWidth / + missileLength / ;
transform.position = transforms.position;
}
}
private Transform man;
private Transform missile;
private float missileSpeed;
private float missileRotateSpeed;
bool whehterShooted = false;
float distance;
float collisionDistance; // Update is called once per frame
void Update()
{
if (missile != null)
{
distance = Vector3.Distance(this.transform.position, man.position); ////导弹朝向人 法一
// transform.LookAt(man.transform); //导弹朝向人 法二
Quaternion missileRotation = Quaternion.LookRotation(man.transform.position - transform.position, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, missileRotation, Time.deltaTime * missileRotateSpeed);
transform.rotation = missileRotation; //导弹朝向人 法三
//Vector3 targetDirection = man.transform.position - missile.transform.position;
//float angle = Vector3.Angle(targetDirection,missile.transform.forward);//取得两个向量间的夹角
//print("angle:"+angle.ToString());
//if (angle > 5)
//{
// missile.transform.Rotate(Vector3.up, angle);
//} transform.Translate(Vector3.forward * Time.deltaTime * missileSpeed);
//检测是否发生碰撞。这里通过两者的distance来判断
if (distance <= collisionDistance)
{
Despawn(transform);
}
}
}
}
using UnityEngine;
using System.Collections;
//炮弹轨迹
public class Bom : AssembleModel
{
public float speed = ;
private float distanceToTarget;
private bool move = true; void Start()
{ }
private Vector3 thisVector;//本地坐标
private Vector3 otherVector;//目标坐标 private Transform transforms1;
private Transform target1;
public void OnPosition(Transform transforms, Transform target)
{
transforms1 = transforms;
target1 = target;
thisVector = transforms.position;
otherVector = target.position;
distanceToTarget = Vector3.Distance(thisVector, otherVector); Vector3 ve = new Vector3();
ve = thisVector;
ve.y += ;
this.transform.position = ve;
StartCoroutine(Shoot()); } IEnumerator Shoot()
{
move = true;//因为是协成,会导致 异步改变
while (move)
{
Vector3 targetPos = otherVector;
this.transform.LookAt(targetPos);
float angle = Mathf.Min(, Vector3.Distance(transforms1.position, target1.position) / distanceToTarget) * ;
this.transform.rotation = this.transform.rotation * Quaternion.Euler(Mathf.Clamp(-angle, -, ), , );
float currentDist = Vector3.Distance(this.transform.position, otherVector);
// print("currentDist" + currentDist + "=="+targetPos);
if (currentDist < 0.5f)
{
move = false; CleanUp();
}
else
{
this.transform.Translate(Vector3.forward * Mathf.Min(speed * Time.deltaTime, currentDist));
}
yield return null;
}
} void CleanUp()
{
Despawn(this.transform);//单个删除
}
}

AI 人工智能 探索 (三)